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•Geometry engine
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•HW-accelerated transformation of vertices
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•Native support for Fixed- and Float- data types
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•Supports rendering in up to 16-bit color with
16-bit Z.
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•Internally, supports up to 40-bit color – ten
bits of color per channel.
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•Calculations with higher-precision –
over-bright blending without artifacts
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•Multi-texturing
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•techniques like light mapping and detail
texture mapping
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•High quality bilinear and trilinear filtering,
which is useful for increasing the quality of the texturing in your game.
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•Support several texture formats including all
of the OpenGL-ES texture formats.
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•4-bit, 8-bit paletized, several 16-bit formats,
luminance, intensity textures
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•Also support DXT1 texture compression, which is
a four-bit per texel compression technique
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•High-quality, small texture memory footprint,
bandwidth reduction
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•Fully perspective correct – colors included.
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•Everything from texture coordinates, to colors,
to fog calculation are perspective correct.
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•No “swimming” colors or textures – common
artifacts
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•All rendering is sub-pixel accurate.
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•Lines and polygons have correct-looking
“boundary edges”
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•No jittering or jumping when animating on the
screen
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•Support per pixel fog including all the
traditional fog modes – linear, exponential, and distance-based fog.
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•Alpha blending – things like particle systems
and blur type effects can be easily implemented.
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•Lots of 2D features including:
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•HW JPEG and MPEG encode/decode
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•Fast 2D drawing ops
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