1) Are the formats and flags defined already? If so then it shouldn't be a problem at least listing them in a brief way, even at this stage. More a matter of minutes than days.
2) I know but it's obviously missing.
3) Of course meant it as adding the shadows and so getting darker. Depending on what kind of light you're using this sometimes seems to work and sometimes not. And any parameters for tuning them is badly missing. But it could be looking interesting if you also could brigthen the scene this way.
4) Thanks, i'll try this.
5) I would at least expect a setMaterial also for loaded Objects were one material is attached to each id/surface without looping on your own.
6) I just had another try at objects and also 3ds models freak out. They are loaded and displayed but as soon as you transform them with TurnEntity for instance after a few iterations they go wild and the application hangs.
7) Parenting was done like for instance:
Local camAuge=CreateCamera()
Local licAuge=CreateSpotLight()
SetEntityParent(licAuge,camAuge)
2) I know but it's obviously missing.
3) Of course meant it as adding the shadows and so getting darker. Depending on what kind of light you're using this sometimes seems to work and sometimes not. And any parameters for tuning them is badly missing. But it could be looking interesting if you also could brigthen the scene this way.
4) Thanks, i'll try this.
5) I would at least expect a setMaterial also for loaded Objects were one material is attached to each id/surface without looping on your own.
6) I just had another try at objects and also 3ds models freak out. They are loaded and displayed but as soon as you transform them with TurnEntity for instance after a few iterations they go wild and the application hangs.
7) Parenting was done like for instance:
Local camAuge=CreateCamera()
Local licAuge=CreateSpotLight()
SetEntityParent(licAuge,camAuge)