Micheal, come release you'll need one .dll for non shader apps, or one .dll + cg runtimes(.dlls)..
In fact, i dunno why I even included the cg .dlls in this release, blitz only complains if a .dll is missing if the prog actually goes to use it. not too sure about the vc runtimes..recently shifted to vc2005.
Shattered, can you post an image? The text sub-system still uses proper gl2d, and I believe I may have pixel buffer objects on by default.(Only supported on newer cards)
As for Lock2D(), no, you don't need to 'lock' a buffer in gl to draw 3d, it just sets up the gpu for orthogonal 2d rendering, gpu states etc.
Render_Begin/End is optionmal, you can use Render_Quad() without it, it's a tad slower.(Wrote in C++, though, so not THAT slow.:) )
Rob, fair enough, I dislike them too, but remember, come bmax, I'll be reducing each sub syste to a class with methods. So it'll be like,
Graphics.Init(640,480,160)
Texutre MyTexture
MyTexture.Load("Smoke.Bmp")
Entity Ship
Ship.Load("Mig.vmf",16)..
So, it's also to keep a consistancy between b3d and bmax versions.
In fact, i dunno why I even included the cg .dlls in this release, blitz only complains if a .dll is missing if the prog actually goes to use it. not too sure about the vc runtimes..recently shifted to vc2005.
Shattered, can you post an image? The text sub-system still uses proper gl2d, and I believe I may have pixel buffer objects on by default.(Only supported on newer cards)
As for Lock2D(), no, you don't need to 'lock' a buffer in gl to draw 3d, it just sets up the gpu for orthogonal 2d rendering, gpu states etc.
Render_Begin/End is optionmal, you can use Render_Quad() without it, it's a tad slower.(Wrote in C++, though, so not THAT slow.:) )
Rob, fair enough, I dislike them too, but remember, come bmax, I'll be reducing each sub syste to a class with methods. So it'll be like,
Graphics.Init(640,480,160)
Texutre MyTexture
MyTexture.Load("Smoke.Bmp")
Entity Ship
Ship.Load("Mig.vmf",16)..
So, it's also to keep a consistancy between b3d and bmax versions.