My previous 3d engine
What my engine does:
Screenshots
- 16 bpp and 32 bpp
- Wired
- Texture mapping
- Environment mapping
- Perspective corrected texture mapping
- Gouraud mapping, real-time pseudo-Phong
- Bump-mapping
- Blending
- Sub-pixel accuracy like technique
- Z-Buffer, S-Buffer, C-Buffer
- Lensflare
- Shadow casting by double buffer (Id-buffer, not double Z-buffer)
- Fog
- Surface-caching, light-map lighting
- BSP - Binary Space Partioning Tree - with PVS
- Quake/Half-Life level reading
- Quake and Quake II models reading
- 3d Studio scene (.asc and .3ds) reading : static scene, camera, object hierarchy, animations, morphing...
- LightWave partial reading
- Displaying software rendering under : Dos in Vesa 1, Vesa 2 + LFB; Linux under SVGA-lib, X11/DGA
- Hardware accelerated rendering with OpenGL
- Highly portable