From 9c06c7dee4aadeeea113ad15f06281821314c0c2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 18 Jun 2020 13:05:03 +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 4b529fb..61cfab3 100644 --- a/README.md +++ b/README.md @@ -57,8 +57,9 @@ interface. - **No scenegraph** (object parenting), just a scene list. Parenting can still be achieved by using cutom transform matrices. - Though performance is high, due to multiplatformness it **probably can't match platform-specific rasterizers written in assembly**. - There is **no far plane**. -- There is **no subpixel accuracy**. -- There is a near plane, but a **proper culling by it (subdividing triangles) is missing**. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a model not very close to the camera, but e.g. 3D environments may suffer from artifacts. +- There is **no subpixel accuracy** (PS1 style graphics). +- There is **no antialiasing**, but you can still achieve it by supersampling (render in higher resolution and downscale) or filters like FXAA. +- There is a near plane but a **proper culling by it (subdividing triangles) is missing**. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a model not very close to the camera, but e.g. 3D environments may suffer from artifacts. - Due to the limitations of 32bit integer arithmetics, some types of movement (particularly camera) **may look jerky, and artifact may appear** in specific situations. ## how to use