i spent all day working on my lua based game engine. i finally got everything working again but i dont have any new features to show for it. i should probibly sort my polygons to save the overhead of changing textures. speaking of which i dont have any sort of texture class. right now im using a tga loader that came with one of the examples. i have my own, but it doesnt format the data in the way gl expects, and frankly id rather use dds over tga, mainly because of lua's outrageous memory usage. i will of course write such a loader from scratch like i prefer to do. reguardless i need a general system for loading and managing bitmaps. right now every polygon has a texture number, but these index into a local list of material names for that model. i figure the best way to deal with those is to, after model load, load and see if the material names are in some centralized material store, if not add them, and then re-map all the material ids to their corresponding indices in the bitmap store (either directly or through a mapping to the local material numbers).
i did actually add some features now that i think about it. i did add a bounding box and radius calculator, i cleaned up some of the tables (ommitted an unneccidary subtable in my vertex and polygon classes and stuck the data into the root table instead, since all the other data used named indices, does not affect length computation and so all iterators work fine), fixed my face normal computations, cleaned up vector classes, removed a bunch of poorly written constructors (i swapped the one constructor fits all paradigm, with one focusing instead on a fast constructor for every situation). il probibly need to change my matrix classes to column row order (opengl yay!), though im not using them yet.