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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