> 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 is how to implement all the hacks that is currently used, like
> stretching defensive structures to the map, without killing
> performance. The only way I see is to use vertex shaders, and that
> requires OpenGL 2.0.
>
>  - Per

Well, I'm not talking about such major changes, for now :) For the first 
step I want to enable full FP support.
The floating point support is a bit abstracted from stretching, I'm can't 
even see how 3d format is related to such hacks...
Btw, I recall smth about 'deep' (whatever the word should be) placement for 
defenses. If the problem is with building preview in GUI why can't we use 
user clip plane to solve the issue? Shaders will work, but we can provide FF 
fallback for this... 


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