Archived

This topic is now archived and is closed to further replies.

ChrisE

Power Render 3 Progress

Recommended Posts

Guest Anonymous Poster
Hm...

Does this mean that you will be changing the licensing scheme for PR?

Will it be more expensive?

One route that you may go is to have a screen that is shown on the initialization of the PR libraries--heck, even a call to MessageBox would be sufficient "notice" that the developer is using an unregistered version of PR.

I really hope you do make some sort of trial version public--or at least attainable without giving blood .

Share this post


Link to post
Share on other sites
I plan on posting a lot of demos, but not the actual libraries to try out.

I've seen cracks for my previous versions so would prefer not to put out another trial version.

The licensing will change slightly. It will be per product now, so if you make more than one product with it you need to get more licenses.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Hi Chris,
When you say per product licencing, I presume you mean for commercial products. A lot of the things I create here are for in house use only, and as such don't generate any revenue. When I do create commercial stuff, I have no worries paying per licence.

Cheers
Darrin

Share this post


Link to post
Share on other sites
I've finished adding multimon support. This lets you run two different displays off the same video card (ie G400 with dual head supports this).

You could use this for displaying all kinds of things on the second monitor, like a message console, overhead map, second player view for 2 player games, inventory for a RPG, etc.

It's really simple to add in. There is a new command called PR_SetMonitor which lets you control which monitor future objects will be rendered to.

I have about 4-5 major bugs to fix and half a dozen more examples to complete before the next beta is out. After that I will be
finishing up any outstanding documentation and make the official release.

Share this post


Link to post
Share on other sites
Here are a few things I've fixed for the next beta:

* Simple Stencil buffer shadow volume example
* Finished rippling water effect with bump
mapping
* Fixed viewport size
* Fixed 32 bit texture resize
* Fixed Editmat texture not found
* Fixed 32 bit color text, makecolor
* Fixed lstudio, texskin window droppings
* Fixed multipass with fogging
* Fixed Minimize app makes surface fail
* Fixed Mouse cursor over window
* Added DShow example
* Added Collide example
* Added bump reflection example
* Changed the timer routines

The things that I have left:
Change winutil for C++
Fix intersecting box routine
Loading really large jpegs?
Add dual head support
Add AMD 3D Now support
Finish bsp viewer (collision, moving lights, any pak file, sky box)
Projected stencil buffer example
Fix unfinished lstudio buttons


Share this post


Link to post
Share on other sites