b2db ... thanks for the offer but it isn't a case of being able to afford it, just kinda feel that right now it would be a waste.
as for shaders, they're hardly anything new - your just taking tasks that you'd used to put in ONLY if you though a game needed it or when building technology demos ... only real difference now is that you can do things like True Phong shading in realtime. Any programmer who knows an ouce about 3D can develop shaders, developing them well is a different matter though.
personally i'm interested to know if Lee has simply extended the parser but still essentially using the DirectX commands (like with the current shader setup) or if he's gone the whole hog and actually added them properly into the engine and having them become part of the code.
i mean alot of DBP is good, only it seems that DBP is more of an overlay interface than a language at times... especially if you know Dx you'll notice things and how they work in DBP are close to identical to Dx.
for the next 4weeks i'm pretty indisposed to be any help to anyone, i wanna finish Desert Fox - as i got around 20emails from people bitching about the topic of the game (bloody moaners) i've had to redesign all of the bloody vehicles to not be real, have the story line adapted to be less contriversial ... still plays like a Desert Strike clone, but for all intensive purposes it isn't about the Gulf or Afghanistan conflicts anymore. Decided to have some dictator rise up in the gobii - so atleast i get to keep most of my sandy terrains lol
plus i'm busy with something pretty special, my GeoTerra (Geomipmap terrain plugin) will be out within the next 2 weeks ... i wanna write up some good tutorials, make sure the shader language is working 100% - its pretty stable as is, i've not noticed any glitchs but everyday i am pushing it further and further.
there will also be a command in it, which isn't as fast as i'd like but i'll also GeoMipMap Objects.
right now my idea of DBP 1.05 comptibility is setting up swap interfaces for the Dx interface being called back... crude but i'm hopeing that the GlobStruct.h isn't different.
this set of functions will also be released using my backup plan for editing - unfortunately the Face Count() is about 50x slower than i'd like simply because i have to overhead the memblock data into a VB take the sample and then export again.
ho hum though