DaBrain's mostly got it right, it's mostly API independent, what I'm doing is abstracting the stuff that both do and haveing a common interface between them. 95% of the work is outside the API. I'm actualy trying to minimize the API abstraction as much as posable.
now the material system on it's own will not allow shaders, it will allow for every fixed function effect posable (more or less) but on it's own shaders will not be inherently suported. BUT the material system is were shaders WILL go after all bugs in the materials system are all worked out.
but the glow map animation, detail mapping, yeah that'll be a snap.