Shall be releasing the first 3d demo tonight or tomorrow hopefully, however, in the meantime here is the 3rd 2d demo.
http://www.excess.eclipse.co.uk/2D_Example3.rar (2.7mb)
This one shows off a variety of things,
1. Pixel shader 2.0 fx again.(The logos shimmer.)
2.Vivid's (C++ wrote) particle system. Despite being 3d, it works fine in 2d(Has a seperate 2d renderer)..when using it in 2d, Z = the particles size. Used to render flaming stars with vapour trails.
3.Using direct (Not wrapped) openGL code natively within a vivid product. (Not that you ever have to, this is just an example of how easy it is to acctually write plugins for the 3d/2d engine.
The gl portion renders the starfield.
Also, there's a hidden 'cheat' that lets you specify how many stars to render. I'll give you a clue..it happens at start up, or not at all.
Also, since we last meet the Texture engine has been rewrote from the ground up in C++(Overdue.) and now much like b3d, uses freeimage to load media...so any problems in that area.
As always, please report any bugs, performance issues etc, and I'll do my best to fix them before release.

Here's the blitz source
http://www.excess.eclipse.co.uk/2D_Example3.rar (2.7mb)
This one shows off a variety of things,
1. Pixel shader 2.0 fx again.(The logos shimmer.)
2.Vivid's (C++ wrote) particle system. Despite being 3d, it works fine in 2d(Has a seperate 2d renderer)..when using it in 2d, Z = the particles size. Used to render flaming stars with vapour trails.
3.Using direct (Not wrapped) openGL code natively within a vivid product. (Not that you ever have to, this is just an example of how easy it is to acctually write plugins for the 3d/2d engine.
The gl portion renders the starfield.
Also, there's a hidden 'cheat' that lets you specify how many stars to render. I'll give you a clue..it happens at start up, or not at all.
Also, since we last meet the Texture engine has been rewrote from the ground up in C++(Overdue.) and now much like b3d, uses freeimage to load media...so any problems in that area.
As always, please report any bugs, performance issues etc, and I'll do my best to fix them before release.
Here's the blitz source
Include "Includes\VividGL_Lite.bb" Graphics_Init(640,480,32,2) glSetbuffer Graphics_Back() Global NumStars= 1100 Global starTex=Texture_Load("Media\smoke1.png") Texture_Blend starTex,2 If starTex=0 End Global StarParticle=CreateParticle( starTex) Particle_SetAlpha StarParticle,1,0.02 Particle_SetWeight starParticle,0 Const logos=2 Local Logo[logos+5] For j=1 To logos logo[j]=Texture_Load("Media\logo"+j+".jpg") Texture_Blend logo[j],2 Next blurSkin=Skin_BlurTexture() Whoosh=LoadSound("Dat\move1.wav") FadeIn=LoadSound("Dat\FadeIn1.Wav") blurFactor#=0.3 SoundPitch(fadeIn),12000 PlaySound(FadeIn) InitStars() ;-Demo function, not a part of vivid. See below. cLogo=2 While Not KeyDown(1) glCls(False) If KeyDown(2) blurFactor=0.5 skin_blurFactor(blurSkin,blurfactor) blurFactor#=blurFactor*0.975 If blurFactor#<0.001 And slideOut=0 Chan=PlaySound( Whoosh) SlideOut=True EndIf If SlideOut logoX=logoX+16 blurFactor=blurFactor*1.01 If logoX>1000 logoX=0 PlaySound(FadeIn) slideOut=0 blurFactor=0.3 cLogo=cLogo-1 If cLogo<1 cLogo=2 EndIf EndIf Particle_Update() lock2d() Render_Particle2D() demo_Stars() unlock2d() lock2D() FxSkinOn(blurSkin) Texture_Activate logo[clogo],0 Cls_Z() Render_Begin() Render_QuadFast(320-160+LogoX-LogoAd,240-80-LogoAd,320+LogoAd*2,160+LogoAd*2) Render_End() FxSkinOff() Unlock2D() glText 1,1,"Move mouse Left/Right to change blur factor" glFlip(False) Wend ;--[ Star Lib]-[ Demo Code Only.] Const Star_X=1,Star_Y=2,Star_Z=3 Dim star#(NumStars+100,8) Global starTo,starFrame Function initStars() Dim star#(NumStars+100,7) For j=1 To numStars star(j,1)=Rnd(-0.5,1) star(j,2)=Rnd(0.5,1) If Rand(3)=1 star(j,1)=-star(j,1) EndIf If Rand(3)=1 star(j,2)=-star(j,2) EndIf star(j,3)=Rnd(0,0.01) star(j,4)=320 star(j,5)=240 If Rand(400)=1 star(j,6)=1 EndIf Next starTo=numStars starFrame=4 End Function Const zAmp# = 255*256 Global camp#,camt#,camr# Function Demo_Stars() ;Demonstrates how you can blend pure native gl code with vivid seemlessly. glPushMatrix() glLoadIdentity() Local starPos=CreateBank(128*4) glBegin(GL_LINES) For j=1 To NumStars dx#=320+star(j,1)*star(j,3) dy#=(240+star(j,2)*star(j,3)) cv#=star(j,3)/255 cv=cv*0.2 If cv<0 cv=0 If cv>1 cv=1 glColor4f cv,cv,cv,1 If star(j,6)=0 glVertex2f dx,dy glColor4f cv/3,cv/3,cv/3,1 glVertex2f star(j,4)+(star(j,4)-dx)*8,star(j,5)+(star(j,5)-dy)*8 Else emitParticle( starParticle,dx,dy,star(j,3)*0.15,Rnd(-0.4,0.4),Rnd(-0.4,0.4),Rnd(-1,1)) EndIf star(j,4)=dx star(j,5)=dy star(j,3)=star(j,3)+8 If dx<0 Or dx>640 Or dy<0 Or dy>480 star(j,1)=Rnd(-1,1) star(j,2)=Rnd(-1,1) star(j,3)=0.01 star(j,4)=320;star(j,1) star(j,5)=240;star(j,2) EndIf Next glEnd() glPopMatrix() Return End Function