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Update features.md
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matt77hias authored Mar 23, 2018
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* F component: None, Schlick, Cook-Torrance
* Color spaces
* All separate colors and textures with color data are expressed in sRGB space.
* All light calculations are performed in linear space.
* All light calculations are performed in linear RGB space.
* sRGB colors are converted from gamma to linear space by the CPU (*Frostbite*).
* sRGB textures are converted from gamma to linear space by the GPU hardware support (ensures correct filtering and blending).
* Optional custom gamma correction before presenting (i.e. brightness adjustment)
* sRGB textures are converted from gamma to linear space by the GPU hardware (ensures correct filtering and blending).
* Optional, custom gamma correction before presenting (i.e. brightness adjustment)
* Culling
* Non-hierarchical light and object
* Non-hierarchical light and object culling
* Depth buffer
* Standard Z-depth
* Reversed Z-depth
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* Physically-based and smooth distance attenuation (*Frostbite*)
* Exponential fog with custom density (avoids popping artifacts)
* HDR
* Direct and indirect illumination (voxel cone tracing).
* Normal Mapping
* Tangent-space (without relying on precomputed tangents and bitangents)
* ~~Object-space~~ (*not supported any more*)
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* Render Modes (single render mode/camera)
* Forward
* Deferred
* Various material and component visualizations
* False Color, Voxel Grid, Solid, etc.
* Shadow Mapping
* Optional occluding behavior for models
* Support for both opaque and transparent models
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* Sprites
* Tone Mapping
* AA resolving (SSAA, MSAA, FXAA): Max3
* Back buffer: ACES, Reinhard, Uncharted
* Back buffer: ACES Filmic, Reinhard, Uncharted
* Transparency
* ~~Alpha-to-Coverage~~ (*not supported any more*)
* ~~Alpha-to-Coverage~~ (*not integrated any more*)
* Single layer Alpha Blending

### Resource Management
* Fonts
* Models
* Shaders: Vertex, Domain, Hull, Geometry, Pixel, Compute
* Textures
* Variables Scripts

### Scene
* Camera
* Orthographic
* Perspective
* Fog
* Linear
* Light
* Ambient
* Directional
* Omni (with or without shadow cube mapping)
* Spot (with or without shadow mapping)
* Model
* Sky
* Sprite
* Image
* Text
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