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Update README.md

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Miloslav Číž 2020-06-18 12:58:58 +00:00
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@ -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