actualy, I am right now working on some of the extreem early requierments for the system that will allow it, there are a number of features we need internaly before the enigne is ready for it, wich means I need to reorganise how the high level graphics interface does a few things, the whole way we draw ships for example is little more than one giant hack, I need to seperate it out so that all the rendering passes are called from outside the api, in order to do this I have to make the external (to the APIs) code aware of the fact that there are multable texture stages, then I have to build an external state block system, then I have to implement a material system useing the state block system, then I have to make that into a table, then I have to integrate Cg, then I have to get a vertex shader system, then add that to the afore mentioned material system, then I have to workout any incompatabilities between them, then I have to add a pixel shader system, add it to the table, work out conflicts between the three, then I have to start seriously writeing shaders, first step would probly be getting a perpixel specular lighting model, then I can get started on more advanced features like bump mapping or paralax mapping or the two of them /*drools*/
and I have to coordinate all of this with someone working on the OGL side.
so it'll be the end of summer at the very earliest.
if you people want it faster, start paying me if I see a stedy supply of`$250 a week you can bet your ass I'll be on it every moment I'm not doing homework, sleeping, or eating, actualy, I'll probly still be doing it while I eat, and I have been to known to have dreams about codeing, and I never do my homework anyway.