And, about IQM supportAs GB said, the BSP2 format was absolutely essential. The options came down to cutting the maps or changing the format. In the former case it would have resulted in technology preventing creators from realizing their visions, and technology should not do that.
It is hoped - since the engine changes required for BSP2 are absolutely minimal - that this format will be picked up more widely. But that is entirely up to individual engine coders, and if someone doesn't want to do it then they won't.
So? With DP I couldn't make a map with more of 65000 vertices?IQM support is fully present and correct in the engine, and it can load and draw both version 1 and version 2 IQMs. The engine code can be used as a semi-reference for anyone else who is wanting to include IQM support, although fair warning is due that the kind of rendering code I write is slightly nuts and not very easily portable to other codebases.
r_shadows 1, entity alpha and skeletal animation via QC $frame is supported in this IQM implementation.
Credit must be given to AlienArena which I ripped a lot of the original IQM code from; that's also a very valuable resource for this, although I'd probably recommend grabbing an earlier version of it's source code for something that maps closer to trad Quake rendering.
And IQM? I'm using now version 2. Can't I use it on DP?
Please tell me because I don't want to spend 6 months of development on a platform that I can use at 100% of my needs!
Anyway, if you know other DP limitations please post it here cause I'll have a more detailed picture!
Thx