Maybe, but if I was going to overhaul the state mechanism, I'd probably do it with some sort of taglist style approach to allow multiple states to be set per call. More than likely, a state stack, so that changes can be locally pushed, then forgotten.Crisot wrote:Things like aniso are considered as OpenGL "Extensions". Maybe it should be faster for you to create something like SetEXTParams() and have 32 new flags. (?) Simple idea.Karlos wrote: Once some of the newly reported bugs are ironed out, I will look into updating the API. I don't want to do too much there because Warp3D is basically deprecated.
Actually, I'd probably be one of the few people that wouldn't be surprisedI know W3D is deprecated. But I like it because we actually have it, and it does it's job quite fast. You'll be surprised to see how complex rendering we can achieve with Warp3D when called from a fast engine.
Is it a duplicate of thisThanks, I'll take care about this.
EDIT: BTW, with the latest version, I experience some texture corruption, specially with higher resolution. With my own engine, or with some games. Unfortunately I can't give you a special way to reproduce it. Sometime it works, sometime it doesn't. With my engine, at 1920x1080, the textures looks 95% of time corrupted. Looks like it only affect the biggest mipmap level, not the smaller ones. If this can help...
http://forum.hyperion-entertainment.biz ... =14&t=1480
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