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Initial commit of Command & Conquer Renegade source code.
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Code/ww3d2/DX8 Rationalizations.txt
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25
Code/ww3d2/DX8 Rationalizations.txt
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This document is going to be a place to put descriptions of our reasoning for any "confusing" design decisions made during the conversion to DX8.
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TODO: WRITE PROPER DESCRIPTIONS FOR ALL OF THE FOLLOWING!!!
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Lighting
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--------
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The user has two choices regarding lighting. SimpleSceneClass will just install the first four LightClasses
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into DX8 and let them affect all objects. Otherwise, you need to implement a SceneClass which wraps each
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top-level render object and associates a LightEnvironmentClass with it. In your 'Customized_Render' function
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you need to update each object's LightEnvironment object from the lights around it.
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Mesh Rendering System
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---------------------
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Grouped by FVF format and material settings. Many meshes can share a single VB and IB...
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MeshModel Sharing
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-----------------
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It would be nice if MeshClass just Add_Ref'd the same mesh model whenever we re-use a mesh. The problems with
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this are:
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- the transform which is used during deffered rendering and during decal rendering
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- instance specific light environment pointer is in the mesh model class
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- lots of other stuff <-- FILL THIS IN!
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