InExtremis
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. features
ASE file format supported for meshes and materials
Support for texture file format : bmp, jpg (using libjpeg) & png (using libpng & zlib)
Output stills file format : bmp, png & jpg
Output video sequence file format : compressed avi stream (choice of codec by user)
Diffuse mapping (uniform & textured)
Bump mapping (normal mapping and doom3-like additive height map)
Spherical environment mapping
Cubic environment mapping
Real time - generated (dynamic) cubic environment mapping (render to texture)
Specular highlights
Shadow casting algorithm : stencil shadows
Point lights support
Post-processing module for effects like color modification, bloom, focal length simulation ...
Rendering pipelines built upon shaders (model 3.0 and 2.0)
Automatic normal generation of meshes with support of up to 32 Smoothing Groups
Advanced automatic tangent and bitangent generation of meshes with support of up to 32 Smoothing Groups
Primitive meshes generation : Box, Sphere, Torus, Cone, Cylender, Height Terrain ...
Quite advanced simulation of materials (transparency, half reflective, per pixel transparency, specular maps, gloss maps, paralax mapping,...)
Prost precessed deformations (heat haze, water reflection with waves, refractive glasses ...)
Support of additionnal auto illumination textures
Static ambiant occlusion support
Support of mirrors and mirrors in mirrors ...
Support of portals (a view through the portal is a view in another place)
Colored depth fog
. download and pictures
video 1
Video sequence showing more advanced water simulation
video 2
Video sequence showing self-shadowing
video 3
Video sequence showing shadow casting and self-shadowing
video 4
Video sequence showing depth of field simulation
video 5
Video sequence showing a more advanced level
video 6
Video sequence showing a omni directionnal shadow maps with def. rendering
(WIP)
video 7
Deferred rendering with (very) basic particle physics