Still heavily in progress, but we’re on our way! Proper real 3D lighting in VectorStorm; calculated on the video card and everything, like a proper 3D game!
Still early days; in the above shot, the light is hardcoded, as are the parameters of the specular hilight on the red ball. But other than that, it’s all really working in the API; the ball is just a regular display list, using the new API calls to specify normals for its vertices.. it’s red because it called SetColor( vsColor::Red );, using the existing API functions.. so it’s slowly getting there!
I’m thinking about trying to simplify some of the display list rendering code; putting the smarts into the assembly of the display list, instead of the processing of it. That low-level code is starting to be a bear to extend, because of how clever it’s trying to be…