Here is a non-exhaustive list of Xith3D's features.
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Architecture
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Not tied to any underlying API
(Under a dozen classes need to
be implemented to port to another API)
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JOGL (JSR-231)
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LWJGL
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Sophisticated state sorting
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Input Abstraction using JAGaToo's InputSystem
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Geometry
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Triangle Array
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Triangle Strip Array
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Indexed Triangle Array
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Indexed Triangle Strip Array
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Triangle Fan Array
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Quad Array
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VertexArrays, DisplayLists, VBOs
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Scenegraph
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(Any number of) Nested transforms
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View based frustum-culling
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Projection / orthographic modes
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Local and World bounds kept current
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Xith3D's Quake3 BSP Loader
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Model/Scene Loaders
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ASE
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AC3D
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OBJ
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3DS
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MD2
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MD3
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MD5
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Cal3D
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COLLADA 1.4
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Quake3/Half-Life BSP
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Rendering
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Depth buffer: test / write
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Alpha buffer: test / write
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Stencil buffer: test / write
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ColorCube tutorial
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Texturing
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Loaders for RGB, RGBA and GRAY (auto-detected)
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Supported formats:
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PNG
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JPG
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GIF
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BMP
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PCX
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TGA
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DDS
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SGI
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etc.
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Multi-texturing
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Combine mode
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MipMap, clamping, perspective correction, etc.
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auto-flipping
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Memory and disk caching of textures.
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TexCoord generation
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TextureCubeMap
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Advanced Texture drawing
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Xith3D's ParticleSystem
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Transparency
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Vertex alpha
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Shape blending
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Shape sorting for back-to-front rendering
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ParticleSystem
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Advanced ParticleSystem (using JOPS)
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Misc
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Volume Shadows
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Shadow Mapping
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Advanced picking system
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A really simple terrain example
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Sound
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Loaders for WAV and OGG formats
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Ambient sound (Stereo)
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Spatialized sound (Mono)
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Designed independant of any API.
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OpenAL and JavaSound support
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Terrain
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Terrain loaders
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Height Mapping
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Water shaders
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GLSL Terrain shaders
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Loader for the L3DT format
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UI
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Pure Xith3D HUD
(Advanced Widget system, specialized for game interfaces)
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AWT/Swing Overlay support
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AWT/Swing integration support
(as a Panel in your AWT/Swing environment)
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The Xith3D HUD Example
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Spatial
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Bounds: Sphere, Box, Frustum, Plane
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OcTree
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Real time frustum culling
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To discuss the features list please login to
our Board.