OGL can take advantage of this if they want but it won't break
anything if they don't. also state block code has been implemented,
that's totaly internal to D3D no high level code is involved.
Changed htl to be on by default, command now -nohtl
Changed D3D to use a 2D vertex for 2D operations which should cut down on redundant data having to go though the system.
Added small change to all -start_mission flag to take you to any mission by filename, very useful for testing.
Removed old dshow code and took away timerbar compile flag condition since it uses a runtime flag now.
you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it
Its optional and off by default, use -d3d_particle to activiate.
Also bumped up D3D ambient light setting, it was way too dark.
Its now set to something similar to the original game.
started work on fixing the node model not rendering,
but most of that got commented out so I wouldn't have to deal with it
while mucking about with the polylist
Fixed up some more non standard res stuff
Improved selection of device type, this includes using a pure device when allowed which means dev should not use Get* functions in D3D
Made fade in credits work
Stopped a call to gr_reser_lighting() in non htl mode when the pointer was NULL, was causing a crash loading a fogged level
Deleted directx8 directory content, has never been needed.