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[Graphics engine] |
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Our graphics engine uses Direct3D 9 API. It can be used on a wide range of GPUs: integrated cards, cards without shader support (fixed function pipeline), cards with SM1.0-3.0 support. Forward and deferred rendering are both supported.
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Rendering:
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- hardware instancing using shaders
- hardware and software skinning
- multiple viewports rendering
- fullscreen antialiasing 2x-16x
- deferred rendering
- vertex lighting
- per-pixel lighting using shaders
- fog
- different FX-flags for entities (FFP legacy of blitz3d)
- different blending types
- alpha testing, alpha sorting
- order of rendering for different entities and groups of entities
- frustum culling
- easy 2d post-render effects
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Meshes:
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- full support of .b3d
- partial support of .X, .3ds, .ms3d, .fbx (static meshes, skeletons, materials, textures)
- primitives with automatic uv-mapping (quad, box, sphere, cylinder, cone)
- skeletal animation
- children management
- bones management
- access to vertex and index buffers
- terrains
- mesh collisions and intersections
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Textures:
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- .dds, .png, .tga, .bmp, .jpg support
- 1d, 2d, spheremaps, cubemaps, volumetric textures (are now being tested, not recommended for use)
- texture filtering (point, linear, trilinear, anisotropic 1x-16х)
- FFP texture blending (alpha, add, multiply, mulitply2x)
- creating, copying and rendering to texture
- moving, scaling, rotating
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Other:
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- raypick system
- rendering groups
- particle system
- basic 2d graphics (lines, quads, ovals, text, images) [FastImage is advisable]
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