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What would it do?
Oh, assembler time definition, yeah, right. I have been working around it by using labels and dat allover the place (not fun over time, and slower)
Correct, it is an assembler feature common to many assemblers. I don't know if any DCPU-16 assemblers have it yet though.
I would like to do it next time I have time, might pick it up this evening.
Any idea whats not working/not finished in it? I played with it and it seemed to work just fine.
Alright, I have identified some differences/flaws which I want to correct. (I first updated to his latest versions of the shaders your patches were missing) 1) Specularity looks sketchy compared...
Btw the commit is at 2bfe28dcb2c2c00732d03d50a523023e6b55428d (With the modifications)
heathaze and multitexture and such will need to be implemented for that to happen
ARB is outdated and basically coding assembly, GLSL is more like coding C.
Even if you use some kind of shader compiler to compile down to ARB, arb is still limited in terms of available features/limits. FX Composer can be used to create...