i dont want to use reflective units, but i want to render features properly. damnit. this doesnt make any sense xd
i tested now when watching some map tree features:
reflective units on: 30fps (only like 15 features on the screen)
reflective units off: 60fps
Seems like it applies reflection calculations too...
Transparency
really should be default on, since transparency doesnt make any speed difference in rendering, at least not on my card, which is really shitty card. (tested by watching hundreds of normal trees which have transparency on, and still FPS is above 60)
It wouldnt require anything else than glEnable(GL_BLEND) ... mhh.
Unless the feature textures uses 24 bits when reflective units isnt on o_O and 32 bits when its on... which doesnt make sense at all.
Seriously... this needs fixing... im sure many would agree.