Per-pixel lighting
June 21st, 2005
I added lighting shaders to render lights per-pixel rather than per-vertex; This allows for diffuse and specular bump mapping as well as an unlimited number of light sources. I am going away for two weeks, but I will bring my computer so I can continue to work on this; though I might not be adding a major feature every day ...
Optimizations
June 20th, 2005
I added view frustum culling (objects that are out of the field of view are not drawn) and a new form of frame coherency optimization. Basically it means that it only draws objects that have changed from your point of view, so the slower you are moving the faster your framerate will be. This is a proof of concept at ...
Lighting
June 7th, 2005
I started working on my new cross-platform engine, Phoenix, a few days ago, and have made a lot of progress on the basic framework. Most recently I have been working on dynamic lighting and shadowing; here are a couple screenshots of what I have been doing: For comments, see the original thread.