From 4aaf60204360adadf8e7fcc04cae6e03d83440a7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 18 Jun 2020 12:58:58 +0000 Subject: [PATCH] Update README.md --- README.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index a280bc7..4b529fb 100644 --- a/README.md +++ b/README.md @@ -39,12 +39,13 @@ PC (SDL, offline rendering, terminal): - **Different drawing strategies** to choose from: none, z-buffer (none, full, reduced), triangle sorting (back-to-front, fron-to-back with stencil buffer). - 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, ...). - **Top-left rasterization rule**, pixels of adjacent triangles don't overlap or have holes (just like in OpenGL). -- **Tested on multiple platforms** (PC, Pokitto, Gamebuino META). +- **Tested on multiple platforms** (little endian PC, Pokitto and Gamebuino META embedded consoles, big endian PowerPC emulator). +- **Extremely portable** due to no dependencies, no float, no build systems, low HW requirements, endian independence etc. - **Many compile-time options** to tune the performance vs quality. - **Similar to OpenGL** in principle, but simpler, easier to use, with higher-level features. - **Tools** (Python scripts) for converting 3D models and textures to C array format used by the library. - **Well commented** and formatted code. Automatic documentation (comments + provided Doxyfile). -- Completely **free of legal restrictions**, do literally anything you want. +- Completely **free of legal restrictions**, public domain, do literally anything you want. **NOTE**: Backwards compatibility isn't a goal of this libraray. It is meant to be an as-is set of tools that the users is welcome to adjust for their