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Re: Quesa 1.8 released

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Quesa 1.8 released
From: Frank Condello <developer at chaoticbox dot com>
Date: Wed, 17 May 2006 18:27:51 -0400
Delivered-to: listarchive at realsoftware dot com
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <7DEC1584-1504-4186-A0DE-A0F123333861 at mindspring dot com> <413835D2-CF2D-4542-9A94-4C36EDB5F6AD at neuropop dot com> <A55B0297-620C-4140-B05E-6128D26E8523 at mindspring dot com>
On 17-May-06, at 5:52 PM, Jeff Quan wrote:

One thing I've noticed different is that any null-shaded translucent object will stay null-shaded (and thus brightly lit) no matter how you move around it. This was highly noticeable problem with the particle effects in Renegades and Zombies before Quesa 1.8, ie: from a certain angle, particle effects appeared to grow darker.

Also, the way specular highlights are handled seem different. Null- shaded translucent particles are now more robust, with less chance of the specular highlight giving it away.

A couple transparency/specular bugs have been fixed (or at least marked closed):

<http://sourceforge.net/tracker/index.php? func=detail&aid=973022&group_id=45158&atid=442052> <http://sourceforge.net/tracker/index.php? func=detail&aid=967773&group_id=45158&atid=442052>

Highlights on opaque objects might also be more accurately placed, but I haven't tested it enough to be sure.

IIRC there there was also a patch where a two-pass specular highlight is drawn on hardware that doesn't support single-pass secondary specular colour, so lighting will look different/better in those cases, albeit slower to render. This should only affect Rage 128 chipsets on OS X.

Frank.
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