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Update README.md
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- Single header, KISS.
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- Single header, KISS.
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- Pure C99, tested to run as C++ as well.
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- Pure C99, tested to run as C++ as well.
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- Still flexible -- pixels are left for you to draw in any way you want with a custom fragment-shader like function.
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- Still flexible -- pixels are left for you to draw in any way you want with a custom fragment-shader like function.
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- Perspective correction, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
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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, transparency, PBR, shadow mapping, ...).
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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, transparency, PBR, shadow mapping, ...).
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- Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META).
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- Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META).
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- Many compile-time options to tune the performance vs quality.
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- Many compile-time options to tune the performance vs quality.
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TODO
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TODO
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## tips
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## tips/troubleshooting
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- Seeing buggy triangles flashing in front of the camera? With the limited 32bit arithmetic far-away things may be overflowing. Try to scale down the scene. If you also don't mind it, set `S3L_STRICT_NEAR_CULLING` to `1` -- this should probably solve it.
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- Seeing buggy triangles flashing in front of the camera? With the limited 32bit arithmetic far-away things may be overflowing. Try to scale down the scene. If you also don't mind it, set `S3L_STRICT_NEAR_CULLING` to `1` -- this should probably solve it.
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