1) Man, why always the same old story. The version of OpenGL supported is determined by your gfx card driver. If it provides ogl 2.0 you have ogl 2.0, if ogl 2.1 you have ogl 2.1. Irrlicht can use or give access to features provided by those versions, nothing more. So if you want features in then request (or better provide patches to use) those. But your request is nonsense!
2) Why not use CCubeSceneNode, it is a box
![Shocked :shock:](./images/smilies/icon_eek.gif)
And if you provide an implementation for such primitives it would be possible to add them.
3) Speculars are working with OpenGL
![Confused :?](./images/smilies/icon_confused.gif)
Aliasing under Linux is implemented, but not yet tested. And for Windows I hope to get a patch by the end of the month. So yes, FSAA for OpenGL should be in the next release.
4)What's the problem?
5) Did you use my patch for 1.0? But .md2 only use one texture so it's rather simple to add it manually.
6) But it's a rather large patch (and yes, sice I'm hosting those patches I'm aware of its existence
![Wink :wink:](./images/smilies/icon_wink.gif)
). And the additions to IAnimatedMesh are also not neglectible. So it's just not as simple as you think. But you can use the patch meanwhile.
My plans for the next version are (besides FSAA and bugfixing) the additional geometry render methods (quads, triangle strips, lines, etc.) and thereby also rewriting the s3dvertex interface and integrating IIndexBuffer for 32bit indices from IrrSpintz. Though this is not for sure to be done until 1.2
![Wink :wink:](./images/smilies/icon_wink.gif)
Ah, and spot lights
Any other requests or plans?