Some new features implemented:

  • Material scripts
  • Multitexturing
  • Multiple pass rendering
  • Sphere maps
  • LOD (Level of detail)

... and a big bunch of more specs to materials (like blend mode and color buffer write flag)

With sphere mapping you can achieve very nice artificial specular effect (compared to the usual OpenGL specularity):



Here is some multitexturing, somewhat louzy sphere map in there though...



Due to LOD, the following scene renders with very good framerates regardless of the 251 spheres (768 triangles each) in the scene.




Finally, a little example of a eof3d material script. Some people probably notice the similar features between ogre and eof3d material scripts .
Code:

material mat/puffy
{
pass
{
diffuse 0.8 0.8 0.8 1.0
texture
{
file puffy001_colorMap.jpg
anisotropy 16.0
}
texture
{
file spheremap001.jpg
envmode add
coordgen spheremap
}
}
}