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Upcoming patch release

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I''ve been working on the next patch for PR. It will have limited hardware T&L. This means you can load in an object, convert it to D3D''s structures and render it with hardware T&L. There is no function to change the object after it has been loaded, so only rigid objects will be supported. You can use keyframe animation, but you will not be able to change faces or vertices. This is all done automatically and you only need to call a routine (PR_SetD3DPipeline) which controls if the D3D pipeline is going to be used. When loading objects, if this flag is true, the object is converted to D3D''s structures. When rendering, if the flag is true it will render from D3D''s structures, otherwise it uses PR''s. This way if you load the object with the flag on, you can later switch hardware T&L on and off to see the difference (hopefully only speed). Environment mapping produces different coordinates that PR''s, but otherwise the models look the same using either pipeline. Not all of the rendering methods are supported with hardware T&L, but I have the most common ones working. I have also installed Win2k and I''m testing all of the examples now. I had to take out my Geforce card because it was crashing Win2k every few minutes. So unfortunately hardware T&L/geforce will not be working well under win2k in the next release. Chris

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chris, i hope we can see some better point interpolation in the terrain renderer. right now, it looks good, but seems a bit unnatural in it''s jagged-ness.

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This would require either a higher resolution height map (and lower resolution surface texture), or using a LOD terrain system.

I have no plans on changing the terrain system in the future, but you could always make your own.

Chris

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