If I could have my own way I would swap out the mmf renderer with Please login to see this link., but it's really not easy to just swap out a rendering mechanism in a C++ runtime. I think there is some promise for the iOS/android/html5 runtimes in this respect, or any of the runtimes that compile the output because I can patch the code at build time. I think I can bring sensible 3D to MMF, it's just a shame I can't integrate it with the existing renderer so you can reuse all the existing displayed objects.
I have to port the extension over to a new SDK which is a pain, but I'm working through it. I also envisage updating to a later version of irrlicht could be problematic. There is one limitation to this which might render the whole process useless, and that's collision masks. I can't use collision masks for this if hardware acceleration is going to be of value. I'm not certain if the current 3D mesh is testing for fine collisions or not, but the process of generating collision masks will mean reading the pixels into memory, which is exactly what we don't want. Of course the best approach (always in my opinion) is to use detectors. It would be better if you could define a polygon collision region, but using some detectors is a simple way of testing regions for collisions ...