6.01.2010

Materials

We decided to move on and start implementing new systems instead of getting the texgen perfect.
The system that will be the heart of the engine is the material system, so I'm starting with this. I'm cutting out all the unused things based on my previous engine, we never used most of it anyways.

The renderstate set I'm using will be fairly simple: the full set of alpha blend, blend operators, alpha testing (I might trade this for a shader implemented solution, but using the renderstate feels like a better choice for 64ks) and cull modes.

I still need to figure out a good solution to one of the biggest design flaws in our old engine, hopefully the next post will be a description of the problem and the solution.