Wave-based controllers are now in, adding more flexibility to procedural texture coordinate changes. I’m now starting to add support for text material scripts so it’s easier to maintain a library of prebuilt materials using all the effects you can apply – a bit like Quake3 shader scripts but supporting all the Ogre features.
However in the meantime I have an odd problem to resolve – I did a ‘release’ build for the frist time in a week or so and I’m getting very odd behaviour when using the freelook – basically it starts distorting the FOV and viewport shape by the looks of it!! Very, very strange, since it’s fine in Debug mode, which also makes it hard to track down. I haven’t even changed any of the mouse / camera / viewport code. Hmmmm. The only core thing I’ve done recently is alter the Math class to use lookup tables for sin/cos/tan by default instead of calling the RTL routines, but this is definitely ok since the other rotation calcs which use the Math class are fine. This may take a while to locate! Anyone out there know common reasons for differences in debug and release builds? I’m not using preprocessor macros based on the _DEBUG flag or anything, apart from a couple of logging points.