From the token forum lurker:
Its amazing how things progress then you drop back in on the scene after a year or so. Back when PJ64 1.5 was new stuff, everyone was concentrating on working out gfx glitches full time. Now it looks like we're to the point where developers can really innovate with improvements such as texture filtering with 2xSaI, hires texture packs and even projects to totally change the looks of the game.
Orkin's tinkering has really impressed me with some of the cool effects he's working on, like cell shading, per pixel shading, and polygon subdivision. I envision eventually having an “effects” tab in the GUI with options to turn on any number of things at once, with separate check boxes for cell shading, outline drawing, and TRUFORM. That'd keep the processor warm!
Orkin, while you're playing with this, check out the Non-Photorealistic Render demo hosted on this ATI page if you haven’t seen it. (I know it says Radeon 9700, but if my mobility 9600 can do it your card will probably be just fine). It demonstrates hatching techniques for a sketch effect as well as outline generation. ATI also hosts a paper on NPR which includes info on shaders that you may be interested in.
Anyway, I thought I'd give a shout since I find all this stuff fascinating, and I hope I wasn't too disruptive . I'm usually fairly patient, and I know how hard it is to integrate a bunch of new features into a project, but with so many exciting developments already I can't wait to see what comes from all these new ideas! *ducks*