I had not really considered the option of keeping two rendering paths
for models, one for PIE2(/3) and one for a newer format. It is an
interesting idea, since it will keep compatibility with pieslicer and
older works.
However, none of the difficult issues are solved this way. The biggest
issue
Perhaps I should say something more about my plans.
I realized a while ago that moving over to WZM all at once would be
really difficult, due to the incredibly complicated model drawing
system in Warzone. So I began upgrading PIE models and drawing code
simultaneously bit by bit.
Removing
I had not really considered the option of keeping two rendering paths
for models, one for PIE2(/3) and one for a newer format. It is an
interesting idea, since it will keep compatibility with pieslicer and
older works.
However, none of the difficult issues are solved this way. The biggest
Perhaps I should say something more about my plans.
I realized a while ago that moving over to WZM all at once would be
really difficult, due to the incredibly complicated model drawing
system in Warzone. So I began upgrading PIE models and drawing code
simultaneously bit by bit.
Removing
On Sat, Mar 13, 2010 at 5:05 PM, i-NoD i-...@yandex.com wrote:
To be done:
- precalculate the tex coords used for frame animation and team colours.
Umm.. Could you clarify a bit, please. Is this related to uv coords
PREcalculation for usage pie_Draw3DShape2() ?
Yes.
I assume we shouldn't
#1679: Bug causing jerky arc rotation
-+--
Reporter: bornemix |Type: bug
Status: new |Priority: major
Milestone: unspecified | Component:
#1680: Italian Translation
--+-
Reporter: Alpha93|Type: patch
Status: new|Priority: major
Milestone: |
Correct me if I am wrong, but shouldn't all our .c / .cpp files have
these two includes:
#include lib/framework/wzglobal.h
#include lib/framework/frame.h
The first one we use to set platform specific defines compiler options.
The second one we use for platform specific overrides.
Since that is