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Update README.md
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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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- **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** (little endian PC, Pokitto and Gamebuino META embedded consoles, big endian PowerPC emulator).
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- **Extremely portable** due to no dependencies, no float, no build systems, low HW requirements, endian independence etc.
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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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- **Tools** (Python scripts) for converting 3D models and textures to C array format used by the library.
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- **Well commented** and formatted code. Automatic documentation (comments + provided Doxyfile).
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- Completely **free of legal restrictions**, do literally anything you want.
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- Completely **free of legal restrictions**, public domain, do literally anything you want.
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**NOTE**: Backwards compatibility isn't a goal of this libraray. It is meant to
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be an as-is set of tools that the users is welcome to adjust for their
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