I’ve made another snapshot release even though I said I wasn’t going to before the Quake3 stuff was working, because I’ve made quite a few general changes around blending and materials which are going to be useful to people. Just bear in mind that the whole OgreEngineIndoor library is work in progress right now. Check out the downloads page for details. The documentation has also been updated.
I’ve modified the material blending routines to make it more reliable to fall back on multipass rendering whilst preserving all the correct effects. To do this I had to simplify the basic multitexture blending operations which automatically fall back to multipass, and require that the application explicitly specifies a fallback blend multipass operation if it chooses to use the more complex blending modes which are only available under multitexture hardware. I hope by doing this I keep it simple for most cases (people normally use jusy ADD, MODULATE, REPLACE or ALPHABLEND anyway) whilst still allowing complete flexibility for those who like to tinker with the obscure modes.