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
issue is how to implement all the hacks that is currently used, like
stretching defensive structures to the map, without killing
performance. The only way I see is to use vertex shaders, and that
requires OpenGL 2.0.

  - Per

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