| 1 | == Planned graphics features == |
| 2 | |
| 3 | ||= '''Feature''' =||= '''ARB^[#note1 1]^''' =||= '''GLSL^[#note2 2]^''' =||= '''Fixed function^[#note3 3]^''' =||= '''Notes''' =|| |
| 4 | |||| |
| 5 | |||||||||| '''Model Rendering''' || |
| 6 | ||=Basic =|| done || done || done |||| |
| 7 | ||=Specular map =|| planned || done || n/a ||WIP|| |
| 8 | ||=Self-lighting =|| planned || done || n/a ||WIP|| |
| 9 | ||=Normal map =|| planned || done || n/a ||WIP|| |
| 10 | ||=Parallax =|| planned || done || n/a ||WIP|| |
| 11 | ||=Water =|| planned || done || ? ||WIP|| |
| 12 | ||=Waterfall =|| planned || done || n/a ||WIP|| |
| 13 | |||||||||| '''Terrain Rendering''' || |
| 14 | ||=Basic =|| done || done || done |||| |
| 15 | ||=Specular map =|| planned || done || n/a ||WIP|| |
| 16 | ||=Normal map =|| planned || done || n/a ||WIP|| |
| 17 | ||=Decals =|| done || done || done |||| |
| 18 | |||||||||| '''Water Rendering''' || |
| 19 | ||=Basic =|| done || done || done |||| |
| 20 | ||=Fancy =|| planned || done || n/a ||WIP|| |
| 21 | |||||||||| '''Post-processing''' || |
| 22 | ||=Bloom =|| planned || planned || n/a ||WIP|| |
| 23 | ||=Depth of field =|| planned || planned || n/a ||WIP|| |
| 24 | ||=Distance fog =|| planned || planned || n/a ||WIP|| |
| 25 | ||=Fake HDR =|| planned || planned || n/a ||WIP|| |
| 26 | |||||||||| '''Other''' || |
| 27 | ||=Overlays =|| done || planned || done ||WIP|| |
| 28 | ||=Particles =|| done || done || n/a |||| |
| 29 | ||=Shadows =|| done || done || n/a |||| |
| 30 | |
| 31 | 1. [=#note1][http://www.opengl.org/wiki/Selecting_a_Shading_Language#ARB_assembly ARB]: assembly-like shading language, more widely supported than GLSL (esp. on older hardware) |
| 32 | 1. [=#note2][http://www.opengl.org/wiki/OpenGL_Shading_Language GLSL]: OpenGL Shading Language. Higher level, C-like language. Requires OpenGL 2.0 or newer. |
| 33 | 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. |
| 34 | |