Renderer
- OpenGL renderer based on OpenGL version 2.0 (support for geometry programs via extensions)
- Simple LDR render path using forward rendering with one light per pass. Unlimited number of shadow casting lights. Uses a depth only pre-pass.
- Advanced HDR render path with eye adaptation and unlimited number of shadow casting lights. Can be configured about the output render target format as well as the number of lights affecting the scene. Uses shadow masks for minimizing the work necessary for projecting shadows on objects, and a depth-only pre-pass for accelerating rendering.
- Various different render paths for use in the editors, including wireframe, shading only and diffuse color only rendering
- Simple frustum culling render traverser
- Hierarchical occlusion culling render traverser
- No-culling render traverser, useful when baking textures (e.g. for terrain patches)
- Per-pixel dot3 effects with and without specular highlights, with and without alpha test and pre-baked ambient occlusion textures
- Relaxed Cone Step Mapping effect with and without specular highlights and alpha test
- Renderman's oak procedural shader with and without specular hightlights and pre-baked ambient occlusion textures
- Uniform Depth-based Shadow Maps for spot lights (with hardware PCF wherever supported)
- Uniform Depth-based Soft Shadow Maps for spot lights, using a fixed grid of pixels
- Fully optimized implementation of the Parallel Split Shadow Maps algorithm for spot and directional lights, supporting up to 4 splits
- Static Texture factory for creating textures from images loaded from HDD
- Render-To-Texture factory for creating textures suitable for use as render targets
- 1D/2D/3D Noise Texture factory for procedurally generating noise textures for use in shader