Quote:

As long as you use A6 mode




Yes, that's EXACTLY what I understand now. It works great in A6 mode, and it works great in A5 mode. But it works DIFFERENTLY in A6 mode than A5 mode. In A5 you don't need materials to control the ambient. In A6 you do. It's simple, and I like it. But it is different, and until recently was undocumented--hence the confusion.

And this is about the 3rd time I've said this, but many people don't even realize that ambient works differently in A6 because everytime they play their game, it' defaulting to A5 mode. Right? That's straight from the manual and that was the main thing throwing me off for a while when I tested my game on older systems:

Quote:

...bad device detected
A very old D3D accelerator was detected, which lacks essential 3D features. Images have no shadows and are lacking other effects. The engine only runs in A5 m ode , if at all.

...weak device detected
...slow device detected
An outdated 3D device was detected, like Voodoo/3dfx or and old ATI card. 'Slow' is better than 'weak'. Textures, sprites or model skins larger than 256x256 pixels won't be displayed. Rendering quality is bad. The engine only runs in A5 mode . Software drivers of weak or slow 3D cards are often buggy.

...good device detected
An old, but decent 3D device, capable of multitexture blending operations, was detected (like TNT2). Your application may still run with over 100 fps on a 1024x768 screen. Most effects are supported. A5 mode is activated by default , and is faster than A6 mode.

...T&L device detected
A recent 3D card with T&L capabilities was detected (like GeForce or Radeon). All effects are supported. A6 mode is activated by default and is normally faster than A5 mode.