
iXors3d is based on OpenGL ES 1.1. Implementation of OpenGL ES 2.0 is planned.
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Rendering:
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- multiple viewports rendering
- vertex lighting
- fog
- different FX-flags for entities
- different blending types
- alpha testing, alpha sorting
- order of rendering for different entities
- frustum culling
- instancing emulation with automatic generation of texture atlases
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Meshes:
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- .b3d
- .md2
- .3ds, .ms3d, etc (in development)
- primitives with automatic uv-mapping (quad, box, sphere, cylinder, cone)
- skeletal (b3d) and per-vertex (md2) animation
- children management
- bones management
- access to vertex and index buffers
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Textures:
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- .bmp, .jpg, .png, .tif, .gif, .xbm
- different use flags (color, alpha, mask, clamped etc)
- static and animated textures
- FFP texture blending (alpha, add, multiply, lightmap etc)
- moving, scaling, rotating
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Other:
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- ray casting system (different modes of entity picking)
- mesh collisions and intersections
- billboards (sprites)
- heightmap based terrains
- basic 2d graphics (lines, quads, ovals, text, images)
more functionalities are being developed
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