Graphics Engine

iXors3d is based on OpenGL ES 1.1. Implementation of OpenGL ES 2.0 is planned.

Rendering:
  • multiple viewports rendering
  • vertex lighting
    • directional
    • point
    • spot
  • 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
Meshes:
  • .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
Textures:
  • .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
Other:
  • 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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