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Update README.md
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- **Perspective correction**, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
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- **Perspective correction**, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
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- **Different drawing strategies** to choose from: none, z-buffer (none, full, reduced), triangle sorting (back-to-front, fron-to-back with stencil buffer).
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- **Different drawing strategies** to choose from: none, z-buffer (none, full, reduced), triangle sorting (back-to-front, fron-to-back with stencil buffer).
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- Triangles provide **barycentric coordinates**, thanks to which practically anything that can be achieved with OpenGL can be achieved (texturing, shading, normal-mapping, texture fitering, transparency, PBR, shadow mapping, MIP mapping, ...).
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- Triangles provide **barycentric coordinates**, thanks to which practically anything that can be achieved with OpenGL can be achieved (texturing, shading, normal-mapping, texture fitering, transparency, PBR, shadow mapping, MIP mapping, ...).
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- **Top-left rasterization rule**, pixels of adjacent triangles don't overlap or have holes (just like in OpenGL).
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- **Tested on multiple platforms** (PC, Pokitto, Gamebuino META).
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- **Tested on multiple platforms** (PC, Pokitto, Gamebuino META).
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- **Many compile-time options** to tune the performance vs quality.
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- **Many compile-time options** to tune the performance vs quality.
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- **Similar to OpenGL** in principle, but simpler, easier to use, with higher-level features.
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- **Similar to OpenGL** in principle, but simpler, easier to use, with higher-level features.
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