So, after a while of silence - meaning no posts, not no work - here is what we now have :
Tim has created a profiling tool that takes our log files, and spits out a graph...
He has used this to increase the speed of the parser further using a string pool, as creating new string objects was the biggest time waster...
The Convert*toString and ConvertStringTo* functions have been condensed into a single template, which again increased the speed...
We have a menu system set up, with a transition to another menu hooked up, using a transition object, and button widgets... Tim spent ages on this, and we redesigned the layout of the engine a bit to make it work properly...
Our text is positioned relatively, and that took a fair amount of work...
We now render all our 3d first, and follow it up with the 2D over the top...
Tim had been having graphical errors for a while now, and in investigations into the 2D rendering side, discovered that Macs hate having a near plane closer than 1 to the camera... Ours was 0.2... after changing this to 1, no more issues...
I whipped up a hanger in 3DS Max, comprised of various objects, and only one material at the moment... This was loaded into the game part, and worked first time...
I had to mess with the lighting a little though...
This provides a static background for our menus at the moment...
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