Thanks for the fat binary method! I've missed that one, It could work us too.
About your frankenstein egRenderer(Base) code. I would prefer a version where the renderers are separeted.
While the different OpenGL paths are similar, it won't work for different platforms like DirectX, and with time this
could get overcomplicated and hard to maintain.
I think your lighting system could work. For lighting you could setup the fixed function lights. But
I don't know if Horde3d is compatible with multiple lights per pass forward rendering.
For the dim light you could probably use the method which I linked before. But to make it work
the texture matrix should be setup as in the docs. I will probably extend the shader system to
be able to do this.
Keep up the good work.
I found some bug in my code with gDebugger. Related to missing cubemap support and the non-existing GL_EMISSION light paramater. (
http://www.khronos.org/opengles/sdk/1.1 ... lLight.xml - bug in manual? ) And some other glitch.
Also I have some strange access violation when trying to use GL_COMBINE without a Texture operand on my GMA X4500.
I will post an update from my changes when I finished testing.