Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
I had not really considered the option of keeping two rendering paths for models, one for PIE2(/3) and one for a newer format. It is an interesting idea, since it will keep compatibility with pieslicer and older works. However, none of the difficult issues are solved this way. The biggest

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
Perhaps I should say something more about my plans. I realized a while ago that moving over to WZM all at once would be really difficult, due to the incredibly complicated model drawing system in Warzone. So I began upgrading PIE models and drawing code simultaneously bit by bit. Removing

Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
On Sat, Mar 13, 2010 at 5:05 PM, i-NoD i-...@yandex.com wrote: To be done: - precalculate the tex coords used for frame animation and team colours. Umm.. Could you clarify a bit, please. Is this related to uv coords PREcalculation for usage pie_Draw3DShape2() ? Yes. I assume we shouldn't