From fdfae8994179553c5584e51f553bc5ae0b6a5bf6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Sat, 22 Jun 2019 20:04:14 +0000 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 9ef8f12..ff73e6d 100644 --- a/README.md +++ b/README.md @@ -20,7 +20,7 @@ TODO - 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, texture fitering, transparency, PBR, shadow mapping, MIP mapping, ...). - Tested on multiple platforms (TODO). - Many compile-time options to tune the performance vs quality. - Well commented and formatted code.