
do not commit yet I spend the last two day writing a utility to convert some meshes to Ogre.Mesh
Now I am in the process to make some tuning in some of teh demo and adding a facelift in the assets debarment.
I managed to converted the quake BSP cattle that is in the quake demo to a quake mesh, and now it run at 500 to 800 fps even when the entire mesh in view.
I will use that mode for the player controller demo so that the apprentices have full working demo sould they decide to try Ogre newt.
I have a question?
do you think it will be use if to add smooth frame rate interpolation to the OgreNewtBody, the way if it is now the fps looks choppy even if it 300 to 500 fps.
it will be cool if we can run physics say at 120 or 180 fops and smooth interpolate to the visual FPS.
if it not objection I will add that functionality,
Of course the fix fps it will be configurable, and it will preserve the current mode.
There are many changes I want to add to ogre newt, but after I have those they we can start comminting to SVN.
I am will start using OgreNet as a feature show case for the engine.