OpenGL version - beta 1
I've been doing a pretty major overhaul of the old Traxx MTM1 & 2 track editor. For those who don't know, Traxx is an MFC-based Win32 track editor built by our beloved GuitarBill with the latest update (version 1.5.12) written by RBIII.
Traxx. v1.6 is the largest single release in a while, the headline is a full OpenGL renderer, but there's a lot more packed in.
OpenGL Renderer

Traxx always ran purely in software. v1.6 adds a proper OpenGL renderer built on top of the existing TexturePolyobj/TriG engine library foundation.
GL-specific features that come with it:
- Dynamic resolution: viewport adjusts to your actual window size instead of being fixed
- Switchable FPS overlay: toggle on/off in Options
- Wireframe smoothness: edges render cleanly instead of the jaggy software-mode wireframe
- Texture dithering: better texture quality on lower color-depth displays
- Transparent BIN faces: models with solid black pixels render those faces as transparent, matching in-game appearance. Switchable.
- Vsync limiter: should help with screen tearing in powerful machines. Turn it off if you want uncapped framerates.
- Hide Collider Boxes: suppress the invisible BOX collision objects cluttering the viewport.
- OpenGL mode: up to 256
- Software mode: up to 128 (was capped lower, the software renderer TexturePolyobj gets very slow past this)
- Whole Grid display option: render the entire map at once instead of just the viewport window. Toggle via checkbox; disables the grid size slider while active.
- MTM1 and MTM2.1 Drag tracks (Track Race Type 1 in the SIT file) are now a first-class track type. The Track Components dialog has a proper "Drag" radio button alongside Circuit and Rumble. Previously Drag tracks loaded and displayed as Circuit, that's fixed.
- New Textures & Models toolbar alongside the editor-mode toolbar, quick buttons to toggle the Textures and Models dialogs without going through the View menu. Buttons stay pressed while the dialogs are open.
- New modern UI controls
- In Software mode the terrain and water grid are handled by the new TerrainRenderer instead of TexturePolyobj, which was never really designed for real-time navigation, it's what enables the performance gains and the larger grid sizes.
- Added support for 1920×1080 resolution