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- Perspective correction, 3 modes: none (linear only), full (per-pixel), approximation (per-N-pixels).
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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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- 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 (TODO).
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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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- Well commented and formatted code.
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- Well commented and formatted code.
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- Completely free of legal restrictions, do literally everything you want.
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- Completely free of legal restrictions, do literally anything you want.
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**NOTE**: Backwards compatibility isn't a goal of this libraray. It is meant to
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be an as-is set of tools that the users is welcome to adjust for their
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specific project. So new features will be preferred to keeping the same
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interface.
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## limitations
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## limitations
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