I chose to use development textures for the entire block-out phase, including beta testing, and refining the map. Textures would require a bit of work, as I intend to apply a general style for all of them (if I can’t write a post processing shader to tint the whole view).
The engine suffered more changes, as I removed the old OpenGL 1.3 renderpaths and started to implement OpenGL 3.1. It’s a bit unsure if I’ll follow this path, yet I’m still learning.
Next on my TODO list is implementing TTF fonts (or OTF) instead of charsets.
A big hello to @goldenboy, as he keeps me motivated these days with his Scout’s Journey.
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