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Old 02-07-2012, 11:01 AM
Tabasco's Avatar
Tabasco
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Join Date: Sep 2009
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This is indeed the case, and as you said, pretty easy to fix.

Quote:
Originally Posted by lerxst2112 View Post
It may not help that by default Direct3D is left-handed and OpenGL is right-handed with regards to coordinate systems. Not hard to account for if you know the format the data is loaded in and the destination system you want it to fit, but certainly a common pitfall.
The resolution should now load from the ini file and you can change camera speed with +/- now as well.
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Old 02-07-2012, 06:44 PM
PixelEngineer
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Join Date: May 2011
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As for the flipped textures, there is a flag in the WLD header that denotes if the zone is old or new. I assumed that would allow us to flip or not flip the texture across the y axis. Unfortunately, the classic and the titanium Greater Faydark both say they are old zones so it won't be that simple. My next idea is just to check the bit depth on the textures when they load. If the depth is 8 bit, we know it's a classic zone and 24 bits, a newer version zone. Again as I mentioned, I will be learning shaders for the next week or so and then I am going to tackle both per vertex and per pixel lighting in GLSL.

Awesome work Tabasco.

Cheers!
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