||[Mar. 17th, 2009|01:42 am]
Spectre Gruedorf Challenge Blog
- specular power and intensity are now material properties, instead of engine constants (and we really should be able to set them to be baked into a texture instead of flat, but that's no big deal.)|
- fixed a particularily annoying bug where only the last rendered specular highlight was actually showing up, and the rest were being erased. What a pain in the ass. Turns out that GL_ARB_DRAW_BUFFERS does not actually specify the behaviour of blending across all render targets. So we now support GL_EXT_arb_draw_buffers2 for this case, and if you don't have it... well, it's the luck of the gods. Maybe you get no specular, but this seems kind of ridiculous... maybe I have to do my blending myself?
In other news, the dungeon dwellers are slowly piecing together a web page. Unmotivated by yours truly, even, which is nice.