6 | | ||=Basic =|| done || done || done |||| |
7 | | ||=Specular map =|| planned || done || n/a ||WIP|| |
8 | | ||=Self-lighting =|| planned || done || n/a ||WIP|| |
9 | | ||=AO map =|| planned || done || n/a ||Ambient occlusion; WIP|| |
10 | | ||=Normal map =|| planned || done || n/a ||WIP|| |
11 | | ||=Parallax =|| planned || done || n/a ||WIP|| |
12 | | ||=Water =|| planned || done || ? ||Animated water texture as part of model; WIP|| |
13 | | ||=Waterfall =|| planned || done || n/a ||WIP|| |
14 | | ||=Windy trees =|| planned || done || n/a ||Trees that sway in the wind; WIP|| |
| 6 | ||=Basic =|| done || done || done || done |||| |
| 7 | ||=Specular map =|| planned || done || n/a || ||WIP|| |
| 8 | ||=Self-lighting =|| planned || done || n/a || ||WIP|| |
| 9 | ||=AO map =|| planned || done || n/a || ||Ambient occlusion; WIP|| |
| 10 | ||=Normal map =|| planned || done || n/a || ||WIP|| |
| 11 | ||=Parallax =|| planned || done || n/a || ||WIP|| |
| 12 | ||=Water =|| planned || done || ? || ||Animated water texture as part of model; WIP|| |
| 13 | ||=Waterfall =|| planned || done || n/a || ||WIP|| |
| 14 | ||=Windy trees =|| planned || done || n/a || ||Trees that sway in the wind; WIP|| |
21 | | ||=Basic =|| done || done || done |||| |
22 | | ||=Fancy =|| planned || done || n/a ||Reflections, refraction, waves: WIP|| |
23 | | ||=Super fancy =|| planned || planned || n/a ||Shadows on surface; coastal foam; realistic coloring, depth and waves: #1572 #932|| |
| 21 | ||=Basic =|| done || done || done || |||| |
| 22 | ||=Fancy =|| planned || done || n/a || ||Reflections, refraction, waves: WIP|| |
| 23 | ||=Super fancy =|| planned || planned || n/a || ||Shadows on surface; coastal foam; realistic coloring, depth and waves: #1572 #932|| |
25 | | ||=Bloom =|| planned || done || n/a ||WIP|| |
26 | | ||=Depth of field =|| planned || done || n/a ||WIP|| |
27 | | ||=Distance fog =|| planned || done || n/a ||WIP: #276|| |
28 | | ||=Fake HDR =|| planned || done || n/a ||Brightness, contrast, saturation. WIP|| |
| 25 | ||=Bloom =|| planned || done || n/a || ||WIP|| |
| 26 | ||=Depth of field =|| planned || done || n/a || ||WIP|| |
| 27 | ||=Distance fog =|| planned || done || n/a || ||WIP: #276|| |
| 28 | ||=Fake HDR =|| planned || done || n/a || ||Brightness, contrast, saturation. WIP|| |
30 | | ||=Overlays =|| done || planned || done ||WIP|| |
31 | | ||=Particles =|| done || done || n/a |||| |
32 | | ||=Shadows =|| done || done || n/a |||| |
33 | | ||=Smooth LOS =|| planned || done || n/a ||WIP|| |
| 30 | ||=GL cursors =|| done || done || done || ||WIP|| |
| 31 | ||=Minimap =|| done || done || done || ||WIP|| |
| 32 | ||=Overlays =|| done || planned || done || ||WIP|| |
| 33 | ||=Particles =|| done || done || n/a || |||| |
| 34 | ||=Shadows =|| done || done || n/a || |||| |
| 35 | ||=Smooth LOS =|| planned || done || n/a || ||WIP|| |
37 | | 1. [=#note3][http://www.opengl.org/wiki/Fixed_Function_Pipeline Fixed function] - pre-shader OpenGL API, now deprecated in favor of shaders. In 0 A.D., the fixed function pipeline will always be very basic compared to the shader rendering, and it may eventually be removed entirely. |
38 | | |
39 | | EDIT: should we also add a [http://www.opengl.org/wiki/OpenGL_ES OpenGL ES 2.0] column, which is available when compiling with --gles? |
| 39 | 1. [=#note3][http://www.opengl.org/wiki/Fixed_Function_Pipeline Fixed function] - pre-shader OpenGL API, now deprecated in favor of shaders. In 0 A.D., the fixed function pipeline will always be very basic compared to the shader rendering, and it may eventually be removed entirely. See discussion [http://www.wildfiregames.com/forum/index.php?showtopic=16734 here]. |
| 40 | 1. [=#note4][http://www.opengl.org/wiki/OpenGL_ES OpenGL ES 2.0] - subset of OpenGL API for embedded systems, like smartphones and tablets. '''Very experimental''', likely broken support is available in 0 A.D. by compiling with the --gles flag. Used by AndroidPort. |