- Added light definitions to the model XML files. This is not compatible with Rembrandt.
- Added depth slicing.
- Added threading support. For now it's faster to run everything on the main thread since there aren't many lights.
Effect schemes are a way of rendering an object in different ways depending on the Compositor pipeline. A new <scheme> tag in the Compositor pipeline definition allows the user to choose which Effect scheme is going to be used for that pass. Every Effect will then be rendered using the technique that has a matching scheme name. If no valid technique is found, it won't be rendered. Since it would be a pain to define a valid technique for every scheme and for every Effect, the file '$FG_ROOT/Effects/schemes.xml' is introduced:
<scheme>
<name>test</name>
<fallback>Effects/test</fallback>
</scheme>
If an Effect doesn't have a valid technique for the 'test' scheme, the 'Effects/test.eff' Effect will be merged with it. This process is done at initialization when techniques are being realized.