So um, Taylor, can you tell us what it looks like ? Or better yet can you take a screenshot to tease us while we wait these interminable hours ?
Screenshots don't really do it justice unfortunately. The effect is a bit more subtle and blended in with the model than the D3D was (I think, never really saw the D3D version in action). It does look really good, occording to the testers (and myself

), but the look may change a little when it does actually hit CVS. Right now I have cmdline options in the test builds so that testers can adjust the intensity of the effect, but the defaults seem to make everyone happy so far and those cmdline options won't go into CVS. Still, the defaults might change between now and when it hits CVS. But at this point the defaults look best on the widest variety of mods and models.
Here is some (very) basic info on the changes though:
- Both -env and -alpha_env work as advertised.
- Testers report little to no speed difference between using -env and not
- Works equally well in static and dynamic env modes
- DDS loader and OpenGL texture code updated to properly handle cubemaps
- Added mission option for modders to include pre-made, mission specific, envmaps
- Added cmdline option to save static render targets to file after they are rendered, so that you can distribute them
Not everyone will be able to actually make the env maps themselves since it requires the GL_EXT_framebuffer_object extension, which not everyone will have support for. Most everyone will be able to actually use envmaps though, which is why I added to ability to use them from a file. This way mod makers can just include copies of the static envmaps for each mission if they wish. There is also a default envmap, "cubemap.dds", which will be loaded (if it exists) and used as the default envmap in the case that the user's video drivers don't support creating envmaps and the mission doesn't specify one. And a good reason for using files is that the render-target versions can't be compressed in-game. This means that the two default envmaps, when they have mipmaps, will use over 6meg of video ram each. But, since you can save those to file, a mod maker can compress them into DXT1 making the files need only about 1meg of memory instead and distribute those files with his/her mod.
Of course, what you should really be asking is not for screenshots, but why I let the secret out. I can keep a secret till death, even keep it so well you wouldn't even know there was a secret, if I chose to do so. For me to let you know all of this before the code actually hit CVS can mean only one thing...
I've got a better secret.
