Here is a screen of the editor. It shows the Yoda model with chest, head, hands, and feet subsets selected. Kind of looks like he's wearing rain gear. [smile]
![](http://members.gamedev.net/noaktree/randompics/DEss_02_09_2005.jpg)
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Quote: Yoda has never looked so fashionableI know. I feel like I should give him an umbrella. [smile]
Quote: The way you implemented material selection (choose the shader if the GPU can handle it, or choose the non-shader version) reminds me of the material thread with Yann L.Thanks for the thread. It was an interesting read. For my purposes however I believe that I will stick with my design. And btw at load time the best shader from a list of acceptable shaders is chosen for a subset - else choose the non shader version - else use default material. These shaders could be compiled into a dll to add a type of plugin support mentioned in the thread. This really goes beyond the scope of what I am trying to do here since I am really just making a toolset for developing engines. I did think of a much better idea for resource management while reading over the thread though. [smile]