Originally posted by Omniscaper
When Bob perfects his materials thingy, will OGL get the beneift of bumpmapping as well? Or better yet... normal mapping?
It will get whatever Bob's code will do. I doubt that will be ready as soon as Bob's code hits CVS but everything will get filled in as quickly as possible.
Originally posted by Omniscaper
U suppose you can hook up the BSG mod with a tad more shine values? 
I'll go ahead and drop in a temporary cmdline option for the shininess value (-ogl_shine) which will go from 0 to 128, with 80 being the default (and current value). The higher the value the smaller and brighter the highlight. I'll probably remove that option in favor of something more permanent later but that won't be anytime soon. Should be available in the next build that redmenace puts out. If you find a value which you like better please let me know what it is.
Originally posted by CP5670
Do D3D and OGL use different default values for those specular options? I think it's already possible to adjust the size of the specular highlight using the -spec_exp command; maybe messing with that will help things.
I would like to use OGL since it doesn't have all the interface problems of D3D (menu popup delay, briefing icons misplaced, offset pixels in mainhall) but only D3D has the environmentally mapping right now, which I really like. When will that be added into OGL?
I don't know that there is a similar way to set that option for D3D and OGL. -spec_exp affects normal light sources but not this particular OGL value so the cmdline option is all you can use for that.
OGL does still have issues with the interface, popup menus can show the previous screen in the background or just a solid color (if you have an ATI card), pixels are still offset in the mainhall but only if using a non-standard resolution, screenshots can produce the same image several times in a row when you press the key. All of that is being actively worked on though so it's just a matter of time before those bugs get squashed.
Env mapping has the unfortunate priviledge of using a really new OGL extension. It's only supported by the newest drivers for both Linux and Windows and still not supported on OS X. This can cause linking errors if the extension is totally missing so I'm reworking the extension system a bit to get around this. I've been too busy working on bugs, PXO, and the OS X version to get that finished but I'll get back to it soon and it won't take long to complete and test.