I'll try to answer in the right order..
It order to get the lighting to work on the kids and grand kids I have to multiply N T B by the matrix stack that I use to transform them. Oddly, I have to also do it BACKWARDS.
Because I scale the scene by Z to get the models to draw correctly, I also have to multiply N T B , the light position and cam position Z by -1 in the vertex shader before passing them to the fragment shader.
All of this 'extra math' slows things down.
About the alpha transparency...
I this turned on in the last couple of versions... I don't know if you noticed but looking thru a radar grid made everything the first texture behind it transparent as well. There is a way to fix this other than sorting the rendering order. I did it in Terra (the Trees) and will look at the code to see how the alpha params need to be set.
The name of the path for the torpedoes is being extracted from the gameparams and put in the first XML sets during the decompress/extraction part of the program. I will need to add code to look specifically for torpedo launchers in both the viewer and XML Generator programs.
The Torpedo tubes have these entries in the visual.
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<identifier>HP_gunFire1</identifier>
I am assuming these are the locations for the torpedoes.. I should load one in to UU3D and look at them.
I will need to add code to the Gkids.XML to load them.
Group Hide can be added I think with out being to much of a bitch to code.
I'll change the root name to be the ships name.. This is actually a very good idea
"Show Child List" is obsolete. I will remove the button but I think I will leave the window and code in case I find a useful purpose later for it.
After this post I'm going to remove the last of the shadowing code.. do some cleaning and work on adding the torpedoes and fix the transparency.
I'd love to change the world but I can't get my hands on the code.