Before going in details with fixed shading, (spot)lighting and fog, I'll attach, in preparation for next phase, these random little patches.
Changelog:
- Added caching of remaining polygon header properties. *Could* improve (?) a little bit rendering performance.
- Improved the "hacky" way to promote polygon-as-shadows to layered (stencil) type, fixing some corner case: colored balloons in ECA, speeder-bike laser beam in SWTrilogy (Endor forest chase level), etc.
I've got some idea to discuss about translucent poly and the shadows issue, but more on another topic.
- Ability to load, if present, external vertex and fragment shaders for 3D layer (like the old engine) and scroll fog. It could make debugging easier for now and may be removed on official builds. Path names are hard-coded:
[Supermodel path]/shaders/fragmentShader.glsl
[Supermodel path]/shaders/vertexShader.glsl
[Supermodel path]/shaders/fragmentShaderFog.glsl
[Supermodel path]/shaders/vertexShaderFog.glsl
Update:
Removed leftover debug string, re-uploaded patch.