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- **No scenegraph** (object parenting), just a scene list. Parenting can still be achieved by using cutom transform matrices.
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- **No scenegraph** (object parenting), just a scene list. Parenting can still be achieved by using cutom transform matrices.
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- Though performance is high, due to multiplatformness it **probably can't match platform-specific rasterizers written in assembly**.
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- Though performance is high, due to multiplatformness it **probably can't match platform-specific rasterizers written in assembly**.
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- There is **no far plane**.
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- There is **no far plane**.
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- There is **no subpixel accuracy**.
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- There is **no subpixel accuracy** (PS1 style graphics).
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- 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.
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- There is **no antialiasing**, but you can still achieve it by supersampling (render in higher resolution and downscale) or filters like FXAA.
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- 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.
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- Due to the limitations of 32bit integer arithmetics, some types of movement (particularly camera) **may look jerky, and artifact may appear** in specific situations.
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- Due to the limitations of 32bit integer arithmetics, some types of movement (particularly camera) **may look jerky, and artifact may appear** in specific situations.
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## how to use
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## how to use
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