VividGL - Small test

Miscellaneous Forums/Blitz Showcase/VividGL - Small test

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Well, rumor mill again...


multitexturing


Check, has hardware multi-texturing and has done for over a year..


multiple UV coordinates and/or lightmapping


You can dynamically specificy how many uvsets per entity(On a per entity basic, not one overiding number), upto32 if your hardware supports it.


environment mapping


Well that could mean a few things in my head. Spherical mapping, cube-mapping?


alpha transparency



glEntityAlpha(), no diff than blitz.


animated textures


Not yet, never used 'em myself.


animated meshes



Three methods. Normal Software transforms(STill rendered in hardware, as the vertex list is updated agp side. (I.e vertex skinning),
second mode, matrix palleting, very fast as all the bones are transformed in hardware.

Third, vertex shader method.
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Don't assume the demo above was any indication of what vivid is about. It was a compatiblity test rushed out to appease certain vocal 'anti-vites.
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I'd rather just have the software that I install work.



It was the first public alpha/beta/whatever test, overall it went very well. Bugs will be crushed, that is the point. The tip was just for better speed...