Thanks
The GitHub pull was made for Paul to checkout:
https://github.com/TheGameCreators/AGKTier2/pull/5
New commands:
void agk::ExtractZip(const char* zipfilename, const char* path, const char* password)
UINT agk::CreateObjectFromHeightMap( const char* szImageFile, float width, float height, float length, int smoothing, int split, int rawWidth, int rawHeight)
void agk::CreateObjectFromHeightMap(UINT objID, const char* szImageFile, float width, float height, float length, int smoothing, int split, int rawWidth, int rawHeight )
void agk::SetObjectMeshVisible(UINT objID, UINT meshIndex,int mode)
char* agk::GetObjectTextureName(UINT objID, UINT textureIndex)
UINT agk::GetObjectNumTextures(UINT objID)
void agk::SetObjectMeshCollisionMode(UINT objID,int meshIndex, int mode)
Pre calculate sqrdist before sorting transparent object. 100% faster qsort.
Faster processing of non visible objects.
Early out in light checks.
Light checks ignore not visible mesh'es.
Draw objects, early out if not visible.
Draw mesh, early out if mesh not visible.
About the GUI, currently it only works on Win/Mac/Linux , but perhaps im able to get it to work on mobiles , just need to change rendering to platform independent functions. Its just a pain to test using tier2