I thought that it wasn't a big deal.
DirectX seems to have more stuff put with it, but then again it's MS supported.
I know, it isnt a big deal, but I'm personally interested in this sort of stuff (it certainally fascinates me). It would be a nice compliment to the hi-res textures I think (that way, proper cel-like shading can be done with the textures)...but I dunno...I already started on adding the stuff in to do this sort of stuff (the GUI now has options for this), only 3 snags now are: setting up correct shader matrixes (using D3DXMATRIX mat; , since the plugin uses this matrix for world projection, OR we could get the actual data processed from the plugin..), setting the shader to work on the right texture and whether to get the shader to post-process the textrects OR the fillrects on each shader pass...
And yeah, I totally agree, Direct3D has plenty of useful stuff. Like with render-to-texture (framebuffer stuff), Direct3D has native capabilities for accelerating this sort of things, but OpenGL however, there's many different non-native methods...
rabiddiety, what errors are you getting when you compile that static lib?