After quite some time i'm tinkering around with voxlap again. I've polished Voxlap.Net up alot, which is now much easier to use and has more intuitive class names. It also uses Direct3D to draw everything to screen and thus allows the use of polygon models and even pixel shaders together with voxlap worlds, which offers all new possibilities. Since my engines are absolutely modular and have one engine module for each purpose (graphics, sound, physics, etc.) i want to remove all parts from voxlap that would be redundant to get a clean result (and a more clear voxlap code to work with). remove all sound an input code was very easy, since ken was so kind to wrap every related code into NOINPUT and NOSOUND preprocessor conditions. however, removing all DirectDraw code seems to be a greater problem. I'm not very experienced with C++ and reading ken's highly optimized code is quite hard for me, thus i need help with this. Currently i'm using my own hrend and vrend functions to draw stuff. however, when i remove all NODRAW code and call opticast afterwards, neither hrend nor vrend are ever called. the question is, which parts of the NODRAW code are required to get the opticast running correctly? Thanks for your help. :)
[EDIT] Found it! :) I accidently removed the call to voxsetframebuffer, which is still needed. It works now. Expect some more infos soon. i still need to optimize it. passing each pixel draw call to DotNet is just too slow. but this shouldn't be too hard to optimize.