Can you show what you mean? I don't see any difference

MaNGusT wrote: ↑05 Jan 2020, 01:44In wz it works perfectly too. I don't know why they decided to wait 3.4.0 for such update. Non of us are familiar with vulkan code so it will take ages to rewrite it from ogl. I hope they will change their decision and release it for 3.3.* and then we could switch our workflow for a fastest way.![]()
The goal is to support multiple graphics backends, for as wide support / compatibility as possible.Jorzi wrote: ↑05 Jan 2020, 15:53Personally I don't see the vulkan API as that necessary for modernizing the graphics. I thought the main reason for switching to Vulkan was that we have developers who are enthusiastic about the new api and that it would make development easier? The previous decision to switch to opengl ES seemed more logical to me, since we want compatibility with as much hardware as possible.
The good news is that the multi api PR now includes the optional per-vertex normals support!MaNGusT wrote: ↑05 Jan 2020, 19:45as far as I understand, they want multi api support for wz but it will still require some code changes to optional normals directive. Also, I don't know who will fix that since I-Nod is not a graphical engine developer, it took some time to google and write necessary code for right "tangents". Hundreds of holywars about how it should look like, inverted Y channel that can't fix and other good stuff
My thoughts are that we need this normals directive today not tomorrow and I absolutely don't care on what api it will work. I just want to create models with standard technique(without limitations) and put it to mod.![]()
the list is small but hard
This.1) allow event-driven animation for all types of models.
2) a new type of connectors should be added. It's called Pivot Point. One per pie level. If specified, it should replace the calculated center of pie level. The main reason to use it is to fix aiming animation with new models. (when a barrel intersect its turret model when an enemy is too high/low)
3) need a way to disable terrible default recoil animation that uses scaling and a way to enable a new recoil animation without scaling in selected pie level of gn* models.
4) a simple SSAO would be perfect. It could add a lot of realism and "atmosphere" to plastic world of wz.
5) return the FOG
but we don't have skeleton(joint) animation support.
Edit: I think I just described exactly what you meant by thisOn the other hand, almost all above could be repalced by object animation with pivot points
Yeah I think it should be possible