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Julian

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  1. Right. I think I should update a bit about ROR implementation in Eternity.
    It appeared to me that the best way to handle rors was to get rid of the splits in the bsp. As such, a portal oriented renderer would be needed so I'm currently working on an in-engine bsp 2 portal converter. Since the bsp will still be kept as it is, there shouldn't be any demo comp issue.
    Once this (quite enormous) task is done, I will be able to work on a node builder of a new type: a portal cell calculator in short.
    This will have some very good side-effects: no more line splits which means no more seg limit (only line limit), faster rendering, view effects goodies (mirrors, impossible architectures and so on).
    I'll keep you posted.

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