Ethereal engine test (1)
This obviously ain't much, but is something that I've been missing for ages. There are lots of features to be implemented in the future [e.g. when they turn out to be necessary ;) ].
The most important thing is that the most difficult part of the whole GUI system for all my future projects is finally finished - meaning, that:
- All the elements can be prerendered and used later on, as well as rendered on a frame-regular basis.
- All the elements can be dynamically created/removed, and so do all the windows.
- The whole system is quite configurable.
- It's quite fast and reliable, too. Don't worry about the fps counter on the upper right - the toruses are generated with very high precision, and a simple depth texture rendering swallows 20 FPS on my gf6600. I needed them to be very detailed, when I was working on framebuffer objects support, and later forgot to decrease their level of detail :)
No memory leaks have been introduced so far :)
[Btw. Sorry for gay coder colours :)]

