it was a test to see how with the shader and without the shader, the framerate differentiates, and we were testing how many models and polygons we could have on screen using the existing code (updated for 6.5) and we were testing buildings with huge textures that were polygon intensive (every circle on top of the "buildings" has an extreme amount of polys)

the shader itself is still a bit of a wip, and i still need help with it, i can't get it to do exactly what i want, and considering i have no shader experience it's a good first try (i'm converting a "specular lighting" shader to a shader which supports static and dynamic lights, in an attempt to make the mechas have more realistic specular lighting, rather than just baked skins). to tell the truth it is kind of hard to understand why it's not working, i'll be posting the code and a demo in the shader forum soon.


- aka Manslayer101