1
0
Fork 0
mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-24 21:09:57 +01:00

Update README.md

This commit is contained in:
Miloslav Číž 2019-06-22 02:00:14 +00:00
parent 61a86b888a
commit b8c97ca36a

View file

@ -18,6 +18,8 @@ TODO
- Single header, KISS. - Single header, KISS.
- Pure C99, tested to run as C++ as well. - Pure C99, tested to run as C++ as well.
- Still flexible -- pixels are left for you to draw in any way you want with a custom fragment-shader like function. - Still flexible -- pixels are left for you to draw in any way you want with a custom fragment-shader like function.
- Perspective correction, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
- 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, transparency, PBR, shadow mapping, ...). - 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, ...).
- Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META). - Tested on multiple platforms (PC, Arduboy, Pokitto, Gamebuino META).
- Many compile-time options to tune the performance vs quality. - Many compile-time options to tune the performance vs quality.
@ -36,6 +38,6 @@ TODO
TODO TODO
## tips ## tips/troubleshooting
- 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. - 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.