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Posted: Sun Aug 05, 2007 9:09 pm
by darksmaster923
O Stealing my ideas nao eh scottß

Posted: Mon Aug 06, 2007 12:41 pm
by scott
i use google for everything and i dont remember you putting up the google link, and as its google i trust it and would probably be the most complete translater on the net.

Posted: Mon Aug 06, 2007 1:28 pm
by paradoxnj
Guys....RFEditPro uses a software based renderer. In order to fix the performance issues, someone needs to convert the software based renderer to OpenGL, DirectX or the Genesis Engine itself. I would prefer the 3rd option as this would provide you with a semi-WYSIWYG editor.

Posted: Mon Aug 06, 2007 8:49 pm
by zany_001
are you offering? :lol:

Posted: Mon Aug 06, 2007 11:41 pm
by paradoxnj
That is a huge undertaking. I wish I had the time, but I'm busy adding shader support to Jet3D along with scripted materials and CEGUI support.

Posted: Tue Aug 07, 2007 9:28 am
by QuestOfDreams
I've started to code a totally new editor just a few weeks ago, because we will need a more advanced one for the dx9 update anyway. It will use wxWidgets for the GUI and OpenGL for rendering.

Posted: Tue Aug 07, 2007 9:13 pm
by darksmaster923
kewl! yay! and what if rf had shaders :shock:
its probably not possible tho

reply

Posted: Tue Aug 07, 2007 10:35 pm
by firelord
quest of dreams how is the update going im keen to able to use some of the advantages with this update.
Im sure everyone else can not wait for this update with better graphics etc.

Posted: Wed Aug 08, 2007 1:07 am
by zany_001
normal mapping,bump mapping,gourad shading,and probably flat shading r the shaders rf supports that i know of.

Posted: Wed Aug 08, 2007 10:04 am
by darksmaster923
does normal mapping and bump mapping COUNT as shaders?

Posted: Wed Aug 08, 2007 1:19 pm
by paradoxnj
Yes. They can be done using shaders or the fixed function pipeline. That is they way those effects are implemented nowadays.

My suggestion.

Posted: Fri Aug 10, 2007 5:06 am
by Trougedoor122
I would suggest you add a level change and then make a new level. when you're done, merge them together.