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<title>TannSanWiki - GenEngine/ToDo</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo</link>
<description>History/revisions of TannSanWiki/GenEngine/ToDo</description>
<language>en-us</language>
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<title>2006-07-24 15:36:14</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-07-24+15%3A36%3A14</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a name=".genengine.todo" href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-24+15%3A36%3A14">2006-07-24 15:36:14&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo">2007-02-06 09:47:40&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li> &lt;strong>Network&lt;/strong>
&lt;ul>&lt;li> Need to&amp;nbsp;set a&amp;nbsp;timeout value for&amp;nbsp;the join request, possibly all&amp;nbsp;requests should have a&amp;nbsp;timeout&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
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<item>
<title>2006-07-24 15:35:58</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-07-24+15%3A35%3A58</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-24+15%3A35%3A58">2006-07-24 15:35:58&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-24+15%3A36%3A14">2006-07-24 15:36:14&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li>&lt;ul>&lt;li> Investigate whether I&amp;nbsp;can do&amp;nbsp;the texture atlasing in&amp;nbsp;3D studio as&amp;nbsp;apposed to&amp;nbsp;in DX.  The&amp;nbsp;idea is&amp;nbsp;to test whether altering the&amp;nbsp;UVW maps position I&amp;nbsp;can move the&amp;nbsp;texture, I'm about 95% sure this will work.  Then I&amp;nbsp;can just draw a&amp;nbsp;single texture for&amp;nbsp;the entire starfury.  just like my&amp;nbsp;old quake models :¬)  this will save sooo many texture swaps.&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li>&lt;ul>&lt;li>&lt;ul>&lt;li> Investigate whether I&amp;nbsp;can do&amp;nbsp;the texture atlasing in&amp;nbsp;3D studio as&amp;nbsp;apposed to&amp;nbsp;in DX.  The&amp;nbsp;idea is&amp;nbsp;to test whether altering the&amp;nbsp;UVW maps position I&amp;nbsp;can move the&amp;nbsp;texture, I'm about 95% sure this will work.  Then I&amp;nbsp;can just draw a&amp;nbsp;single texture for&amp;nbsp;the entire starfury.  just like my&amp;nbsp;old quake models :¬)  this will save sooo many texture swaps.&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
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<item>
<title>2006-07-02 21:30:16</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-07-02+21%3A30%3A16</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-02+21%3A30%3A16">2006-07-02 21:30:16&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-24+15%3A35%3A58">2006-07-24 15:35:58&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li> Serialize stuff so&amp;nbsp;it can&amp;nbsp;be&amp;nbsp;sent using the&amp;nbsp;new network class, a&amp;nbsp;cool guide to&amp;nbsp;C# serialisation can&amp;nbsp;be&amp;nbsp;found &lt;a href="http://www.informit.com/guides/content.asp?g=dotnet&amp;amp;seqNum=211&amp;amp;rl=1" target="_blank" title="Outgoing link (in new window)" class="outerlink">&lt;img src="http://www.davidmillington.net/pages/themes/alpha_site/icons/web.gif" alt="" border="0" />here&lt;/a>
&lt;/li>&lt;li> Implement raknet binary transfer &lt;a href="http://www.rakkarsoft.com/raknet/forum/index.php?topic=627.0" target="_blank" title="Outgoing link (in new window)" class="outerlink">&lt;img src="http://www.davidmillington.net/pages/themes/alpha_site/icons/web.gif" alt="" border="0" />here&lt;/a>
&lt;ul>&lt;li> &lt;s>Add support for&amp;nbsp;material groups (requires this to&amp;nbsp;be implemented on&amp;nbsp;the BP&amp;nbsp;first)&lt;/s>
&lt;ul>&lt;li> Not&amp;nbsp;going to&amp;nbsp;implement this as&amp;nbsp;want to&amp;nbsp;try out&amp;nbsp;the texture atlas idea below
&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/li>&lt;li> ModelBlueprint class
&lt;ul>&lt;li> Possibly alter each bp&amp;nbsp;to use&amp;nbsp;a&amp;nbsp;single vertex buffer instead of&amp;nbsp;one for&amp;nbsp;each frame
&lt;/li>&lt;/ul>&lt;/li>&lt;li> Improved quad engine&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2006-06-28 01:40:56</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-28+01%3A40%3A56</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-28+01%3A40%3A56">2006-06-28 01:40:56&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-07-02+21%3A30%3A16">2006-07-02 21:30:16&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li> Serialize stuff so&amp;nbsp;it can&amp;nbsp;be&amp;nbsp;sent using the&amp;nbsp;new network class, a&amp;nbsp;cool guide to&amp;nbsp;C# serialisation can&amp;nbsp;be&amp;nbsp;found &lt;a href="http://www.informit.com/guides/content.asp?g=dotnet&amp;amp;seqNum=211&amp;amp;rl=1" target="_blank" title="Outgoing link (in new window)" class="outerlink">&lt;img src="http://www.davidmillington.net/pages/themes/alpha_site/icons/web.gif" alt="" border="0" />here&lt;/a>&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2006-06-23 11:31:35</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-23+11%3A31%3A35</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A31%3A35">2006-06-23 11:31:35&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-28+01%3A40%3A56">2006-06-28 01:40:56&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li> Implement raknet binary transfer &lt;a href="http://www.rakkarsoft.com/raknet/forum/index.php?topic=627.0" target="_blank" title="Outgoing link (in new window)" class="outerlink">&lt;img src="http://www.davidmillington.net/pages/themes/alpha_site/icons/web.gif" alt="" border="0" />here&lt;/a>&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2006-06-23 11:31:25</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-23+11%3A31%3A25</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A31%3A25">2006-06-23 11:31:25&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A31%3A35">2006-06-23 11:31:35&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li> Ensure it&amp;nbsp;passes FxCop testing ;¬)&lt;/li>&lt;/ul>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li> Ensure it&amp;nbsp;passes &lt;a name="fxcop" href="http://www.davidmillington.net/pages/FxCop" class="">Fx&amp;nbsp;Cop&lt;/a> testing ;¬)&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
</item>
<item>
<title>2006-06-23 11:30:59</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-23+11%3A30%3A59</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A30%3A59">2006-06-23 11:30:59&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A31%3A25">2006-06-23 11:31:25&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li> ModelInstance class
&lt;/li>&lt;li> ModelBlueprint class&lt;/li>&lt;/ul>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li> &lt;span class="missingpage">Model&amp;nbsp;Instance&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelInstance/edit?add=1" title="Create this page">?&lt;/a> class
&lt;/li>&lt;li> &lt;span class="missingpage">Model&amp;nbsp;Blueprint&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelBlueprint/edit?add=1" title="Create this page">?&lt;/a> class&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
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<item>
<title>2006-06-23 11:30:40</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-23+11%3A30%3A40</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A30%3A40">2006-06-23 11:30:40&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A30%3A59">2006-06-23 11:30:59&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li> &lt;s>Complete satelite dish model&lt;/s>
&lt;/li>&lt;li> &lt;br />
Retexture satelite dish model--&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
</description>
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<item>
<title>2006-06-23 11:24:36</title>
<link>http://www.davidmillington.net/pages/GenEngine/ToDo/show?time=2006-06-23+11%3A24%3A36</link>
<description>&lt;div class="pageBefore">&lt;img src="http://www.davidmillington.net/pages/images/z.gif" width="1" height="1" border="0" alt="" style="display:block" align="top" />&lt;/div>&lt;div class="page">
&lt;b>Comparison for &lt;a  href="http://www.davidmillington.net/pages/GenEngine/ToDo" class="">/Gen&amp;nbsp;Engine&amp;nbsp;/&amp;nbsp;To&amp;nbsp;Do&lt;/a> of &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A24%3A36">2006-06-23 11:24:36&lt;/a> and &lt;a href="http://www.davidmillington.net/pages/GenEngine/ToDo?time=2006-06-23+11%3A30%3A40">2006-06-23 11:30:40&lt;/a>&lt;/b>&lt;br />
&lt;br />
&lt;b>Additions:&lt;/b>&lt;br />
&lt;div class="additions">&lt;ul>&lt;li>&lt;ul>&lt;li> &lt;s>Add support for&amp;nbsp;material groups (requires this to&amp;nbsp;be implemented on&amp;nbsp;the BP&amp;nbsp;first)&lt;/s>
&lt;ul>&lt;li> Not&amp;nbsp;going to&amp;nbsp;implement this as&amp;nbsp;want to&amp;nbsp;try out&amp;nbsp;the texture atlas idea below
&lt;/li>&lt;li> Investigate whether I&amp;nbsp;can do&amp;nbsp;the texture atlasing in&amp;nbsp;3D studio as&amp;nbsp;apposed to&amp;nbsp;in DX.  The&amp;nbsp;idea is&amp;nbsp;to test whether altering the&amp;nbsp;UVW maps position I&amp;nbsp;can move the&amp;nbsp;texture, I'm about 95% sure this will work.  Then I&amp;nbsp;can just draw a&amp;nbsp;single texture for&amp;nbsp;the entire starfury.  just like my&amp;nbsp;old quake models :¬)  this will save sooo many texture swaps.
&lt;/li>&lt;/ul>&lt;/li>&lt;li> Possibly alter each bp&amp;nbsp;to use&amp;nbsp;a&amp;nbsp;single vertex buffer instead of&amp;nbsp;one for&amp;nbsp;each frame
&lt;/li>&lt;/ul>&lt;/li>&lt;li> &lt;s>Complete satelite dish model&lt;/s>
&lt;/li>&lt;li> &lt;br />
Retexture satelite dish model--
&lt;/li>&lt;li> Cloud Engine
&lt;ul>&lt;li> Want to&amp;nbsp;implement the&amp;nbsp;super complex system listed in&amp;nbsp;the pdf&amp;nbsp;in&amp;nbsp;the external resources section
&lt;/li>&lt;/ul>&lt;/li>&lt;li> Pixel Shaders
&lt;ul>&lt;li> Depth Of&amp;nbsp;Field
&lt;/li>&lt;li> Texture bump mapping
&lt;/li>&lt;li> Try&amp;nbsp;pixel shader for&amp;nbsp;cloud transparancies.  I&amp;nbsp;just posted a&amp;nbsp;cool link to&amp;nbsp;a site with loads of&amp;nbsp;shader files.  one&amp;nbsp;of&amp;nbsp;them is&amp;nbsp;a depth of&amp;nbsp;field one&amp;nbsp;which I&amp;nbsp;reckon I&amp;nbsp;can reverse engineer to&amp;nbsp;do the&amp;nbsp;alpha transparancy of&amp;nbsp;the clouds.  to&amp;nbsp;do depth of&amp;nbsp;field it&amp;nbsp;must be&amp;nbsp;calculating the&amp;nbsp;z-depths of&amp;nbsp;each object and&amp;nbsp;it&amp;nbsp;also shows that they can&amp;nbsp;control the&amp;nbsp;order of&amp;nbsp;them getting rendered, well thats kind of&amp;nbsp;a big&amp;nbsp;maybe on&amp;nbsp;the last part and&amp;nbsp;is&amp;nbsp;the crutch of&amp;nbsp;this idea.  if&amp;nbsp;it doesnt work then it&amp;nbsp;means pixel shaders are&amp;nbsp;probably not&amp;nbsp;the holy grail here.&lt;/li>&lt;/ul>&lt;/li>&lt;/ul>&lt;/div>&lt;br />
&lt;b>Deletions:&lt;/b>&lt;br />
&lt;div class="deletions">&lt;ul>&lt;li> Try&amp;nbsp;pixel shader for&amp;nbsp;cloud transparancies.  I&amp;nbsp;just posted a&amp;nbsp;cool link to&amp;nbsp;a site with loads of&amp;nbsp;shader files.  one&amp;nbsp;of&amp;nbsp;them is&amp;nbsp;a depth of&amp;nbsp;field one&amp;nbsp;which I&amp;nbsp;reckon I&amp;nbsp;can reverse engineer to&amp;nbsp;do the&amp;nbsp;alpha transparancy of&amp;nbsp;the clouds.  to&amp;nbsp;do depth of&amp;nbsp;field it&amp;nbsp;must be&amp;nbsp;calculating the&amp;nbsp;z-depths of&amp;nbsp;each object and&amp;nbsp;it&amp;nbsp;also shows that they can&amp;nbsp;control the&amp;nbsp;order of&amp;nbsp;them getting rendered, well thats kind of&amp;nbsp;a big&amp;nbsp;maybe on&amp;nbsp;the last part and&amp;nbsp;is&amp;nbsp;the crutch of&amp;nbsp;this idea.  if&amp;nbsp;it doesnt work then it&amp;nbsp;means pixel shaders are&amp;nbsp;probably not&amp;nbsp;the holy grail here.
&lt;/li>&lt;li> Investigate whether I&amp;nbsp;can do&amp;nbsp;the texture atlasing in&amp;nbsp;3D studio as&amp;nbsp;apposed to&amp;nbsp;in DX.  The&amp;nbsp;idea is&amp;nbsp;to test whether altering the&amp;nbsp;UVW maps position I&amp;nbsp;can move the&amp;nbsp;texture, I'm about 95% sure this will work.  Then I&amp;nbsp;can just draw a&amp;nbsp;single texture for&amp;nbsp;the entire starfury.  just like my&amp;nbsp;old quake models :¬)  this will save sooo many texture swaps.
&lt;/li>&lt;li> &lt;s>Kick Sinkies ass&amp;nbsp;for &amp;#147;... i'll work on&amp;nbsp;it tonight ...."&lt;/s>
&lt;/li>&lt;li> &lt;s>Kick Sinkies ass&amp;nbsp;for &amp;#147;... probably just a&amp;nbsp;10 minute job&amp;nbsp;..." ;¬)&lt;/s>
&lt;/li>&lt;li> Possibly split up&amp;nbsp;the &lt;span class="missingpage">Model&amp;nbsp;Blueprint&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelBlueprint/edit?add=1" title="Create this page">?&lt;/a> class even further
&lt;ul>&lt;li> BPs&amp;nbsp;would then be&amp;nbsp;purely data holding objects
&lt;/li>&lt;li> Would probably involve having a&amp;nbsp;utility class to&amp;nbsp;construct the&amp;nbsp;BP&amp;nbsp;externally instead of&amp;nbsp;each taking care of&amp;nbsp;itself
&lt;/li>&lt;li> The&amp;nbsp;&lt;span class="missingpage">Model&amp;nbsp;Loader&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelLoader/edit?add=1" title="Create this page">?&lt;/a> already partially does thigs
&lt;/li>&lt;/ul>&lt;/li>&lt;li> &lt;s>Lump all&amp;nbsp;Vertex Buffers and&amp;nbsp;Index Buffers into root BP&amp;nbsp;of each BP&amp;nbsp;heirarchy&lt;/s>
&lt;ul>&lt;li> Can&amp;nbsp;simply store an&amp;nbsp;count of&amp;nbsp;each BPs&amp;nbsp;vertices and&amp;nbsp;indices that can&amp;nbsp;be&amp;nbsp;used later on&amp;nbsp;to stride into the&amp;nbsp;root BPs&amp;nbsp;VB&amp;nbsp;and IB&amp;nbsp;&lt;/li>&lt;li> Dont need seperate buffers this data wont be&amp;nbsp;changed most of&amp;nbsp;the time and&amp;nbsp;if&amp;nbsp;it ever does need changing we&amp;nbsp;can always just do&amp;nbsp;what the&amp;nbsp;above point says i.e. stride
&lt;/li>&lt;li> Means changing the&amp;nbsp;&lt;span class="missingpage">Model&amp;nbsp;Instance&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelInstance/edit?add=1" title="Create this page">?&lt;/a> class to&amp;nbsp;accomdate BP&amp;nbsp;changes
&lt;/li>&lt;li> &lt;strong>Not going to&amp;nbsp;implement this as&amp;nbsp;its not&amp;nbsp;much different than just storing seperate VBs&amp;nbsp;and IBs&amp;nbsp;and all&amp;nbsp;in&amp;nbsp;all its&amp;nbsp;more work to&amp;nbsp;handle than the&amp;nbsp;current implementation&lt;/strong>
&lt;/li>&lt;/ul>&lt;/li>&lt;li> &lt;s>Model Instance Collection&lt;/s>
&lt;ul>&lt;li> Stores all&amp;nbsp;the instances we&amp;nbsp;create
&lt;/li>&lt;/ul>&lt;/li>&lt;li> &lt;s>Model Blueprint Collection&lt;/s>
&lt;ul>&lt;li> &lt;s>used inside the&amp;nbsp;blueprint class&lt;/s> to&amp;nbsp;store a&amp;nbsp;list of&amp;nbsp;its children
&lt;/li>&lt;li> &lt;s>used on&amp;nbsp;the main form&lt;/s> under the&amp;nbsp;name Blueprint Library which will hold all&amp;nbsp;the models
&lt;/li>&lt;li> Check for&amp;nbsp;hideous bug&amp;nbsp;that was&amp;nbsp;in&amp;nbsp;the &lt;span class="missingpage">Model&amp;nbsp;Instance&amp;nbsp;Collection&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelInstanceCollection/edit?add=1" title="Create this page">?&lt;/a>
&lt;/li>&lt;/ul>&lt;/li>&lt;li>  &lt;s>Updated Material Collection&lt;/s>
&lt;ul>&lt;li> &lt;s>used on&amp;nbsp;the main form under&lt;/s> the&amp;nbsp;name Material Library &amp;ndash; this ties in&amp;nbsp;with the&amp;nbsp;&lt;span class="missingpage">Texture&amp;nbsp;Collection&lt;/span>&lt;a href="http://www.davidmillington.net/pages/TextureCollection/edit?add=1" title="Create this page">?&lt;/a> (which already exists)
&lt;/li>&lt;li> &lt;s>Check for&amp;nbsp;hideous bug&amp;nbsp;that was&amp;nbsp;in&amp;nbsp;the &lt;span class="missingpage">Model&amp;nbsp;Instance&amp;nbsp;Collection&lt;/span>&lt;a href="http://www.davidmillington.net/pages/ModelInstanceCollection/edit?add=1" title="Create this page">?&lt;/a>&lt;/s>
&lt;/li>&lt;li> &lt;s>Add Material support&lt;/s>
&lt;/li>&lt;li> Add&amp;nbsp;support for&amp;nbsp;material groups (requires this to&amp;nbsp;be implemented on&amp;nbsp;the BP&amp;nbsp;first)
&lt;/li>&lt;li> &lt;s>Finish Material support&lt;/s>
&lt;/li>&lt;li> Optimise into material groups
&lt;/li>&lt;/ul>&lt;/li>&lt;li> Complete satelite dish model
&lt;/li>&lt;li> Retexture satelite dish model
&lt;/li>&lt;li> Improved cloud engine
&lt;/li>&lt;li> Texture bump mapping
&lt;/li>&lt;li> Depth Of&amp;nbsp;Field&lt;/li>&lt;/ul>&lt;/div>&lt;/div>
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