I fix 2 bugs:
Skinned Character device objects during DestroyDevice/Multi-monitor events
Navigation code during DestroyDevice/Multi-monitor events
And add 6 features:
Multiple “levels” of 256 textures each, 64m of texture per level
Replacement textures for randomly selected cells, simulating advertisements
Alpha-blend the roof rendering to give the feel of an expanded world
Tessellating the maze quads
Generating “half height” quads so the entire maze grid is visible
Loading the maze dimensions from a file, so its not hardcoded
See it on http://www.futuregpu.org/
Both D3D9 and D3D10 implementations are contained.
http://www.futuregpu.net ex-Aces Lead PM/ex DX SDK PM/ex D3D Evangelist now LRB Launch Native Title Wrangler