The new MatSys can now also handle
font rendering. As a nice
side effect, the fonts can finally be anti-aliased, which looks a lot better
than before.
I also extended the Materials definitions to be able to control
color
and depth buffer masking. This feature was required for font and
particle rendering, and will also be useful elsewhere in the future (e.g. for
HUD elements).
No screen-shot of the new features today, as I'm sure you've all seen fonts
rendered before.
Now, the
only remaining sub-component that remains to be ported to the
new MatSys is the Particle Engine. I'll start work tonight, and hope to be able
to complete it tomorrow.
When that is done - finally! - the Ca3D-Engine is ready to be ported to the new
Material System. Due to extensive preparations, I expect this to become a
relatively easy task. I'll keep you informed.