thanks Darklord... i'm just reliving the experience that H'sandbag had a few weeks ago when his code started working
i almost flipped the caps lock key on myself
by the way, him posting his problems and code helped make it a lil easier for me... i was planning on staying with the dx8 shader interface, but some stuff i've done in darkbasic kinda lead me to believe that model cenetered scenery, although feasible, is gonna be a pain to construct, with each part needing separate shading considerations...
... anyway, i decided to see what a level capable solution would be like.
so far, i like it... although the screenshot is resized down and looses a lot, it kinda gives the idea that a Doom3 like level can't be very far off.
maybe...
Rhuarc's explanation of what was going on was the real key in understanding what was in the readme concerning the new shader implementation... i hope that a decent, easy to understand manual on this is forthcoming... else, i'm gonna have to put Rhu on the payrole
mk1... i don't think that moving lights are gonna have any affect on the level geometry just yet... like Matt said above, the lights you see are wed lights that are fixed and mapped during the compile... we're gonna need a means of giving the light position, color, and maybe intensity to the shader during runtime in order to get that flashlight effect on the level structures...
me think that's on it's way...
--Mike