Both 4xS antialiasing
and 8x
anisotropic
filtering, using
render-to-texture for postprocessing.
Abstract
Machine:
32 bit pointers
32 bit integers, 32 bit floating point
stack based instruction set
interfaceable to external libraries written in native code (such as
dll's)
Graphics Library:
OpenGL based
graphics for
both 3D and 2D
16 or
32 bit color depth
16 or 32 bit depth buffer
fullscreen or windowed
stencil buffer
full alpha, depth, and stencil testing
2d sprite rendering (scale, rotation, blending)
3d rendering of: Triangles, Quads, bicubic bezier patches
both 2d and 3d rendering functions can be render-to-texture or
render-to-sprite
framebuffer postprocessing: blur, motion blur, water ripple effect
full OpenGL alpha blending in both 2D and 3D
texturing with mipmapping
multitexturing
selectable 1 or 2-sided light (up to 8 lights)
loading 24 or 32 bit targa files
variable camera angle (such as zoom, telephoto)
graphics window/screen captures keystrokes/mouse movements in both
absolute and differential mode
normal smoothing: lighting between connected meshes (even if meshes
have different textures and texcoords) blend together
(note: this does not currently work with bezier patches.)
both normal-per-vertex (smooth) and normal-per polygon (faceted)
rendering (selectable per-object)
untextured, colored polygons are supported
lighting can be turned on/off per triangle
state-sorted vertex array rendering (per object)
display lists for static objects
hierarchical objects
fog
Features in
Development
(They work, but are
not
finished.)
spring physics
(need to change the integrator)
butterfly subdivision (need to implement modified butterfly, for the
extraordinary vertices)
fractal generated terrain (need to add more features)
view dependent LOD (
skeletal
transformations (posing)
cartoon outlining
Planned Features
Abstract
Machine:
64 bit pointer support
16 and 64 bit integer support
64 bit double precision floating point
unsigned comparison
possible dyna-rec (lowest priority)
Graphics
Library:
portal rendering
shadow volumes
state sorting
per-scene instead of per-object
particle engine
bump
mapping
complete cartoon lighting
transformation interpolation (animation)
Sound
Library:
OpenAL
based 3D sound
Standard
Library
Network Support
(sockets)