Right now, they are (Animations, anyway, I don't think glowpoints are rendered there. Or that they are visible enough to register at those sizes).
But there's a problem with that: It's really not efficient. As an extreme example, take "The Blade Itself" from WiH. Go to external camera, and target the other Karuna in the mission. Suddenly, you have four Karunas rendered in realtime on your screen, with all the geometry- and texture uploads that entails. For a model as horrifyingly bad as the Karuna, this is a performance concern.
Now, granted, that is an extreme case, and it's not really all that relevant during normal gameplay. But as I see it, this is more about improving the look of the default shield icons the engine creates, which is pretty ugly. And, speaking for myself, I would rather trade a bit more memory usage for speed any day, thus my recommendation to render them once and store the results.
Seeing as the icon is a five frame ANI... no.
Well, but the point is, why keep rerendering this stuff every frame when you can do it once during mission load and cache the results?
Is it even an ANI?
And I remember seeing blinking lights on something... it might have been something with 3d ship select, though.
sigtau, plz to read thread. This is about the icons the engine generates
when there is no icon specified in the tbl. These consist of 4 shield brackets, and a live rendering of the model. I'd rather take a little bit of time and render the 5 frames a normal shield ani has during mission load than having to rerender all of this stuff every frame.