1. Platforms, prices, and company
Panard Vision it's an
attempt to develop a fast generic high quality 3D renderer, with support for the
most common used rendering methods.
The engine is intended to be used
in everything which needs a fast high quality rendering. Panard Vision is at the
cutting edge in realtime 3D algorithms.
Lizard Fire Studios:
Panard Vision is a realtime 3D Engine (with SDK)
available on Dos, Linux, Win32 platforms with support of cutting edge algorithms
and most
hardware API(d3d, gl, glide). It
supports both hardware and software rendering.
Miscellaneous
Support multiple non-recursive planar
geometric mirrors
On the fly texture
coordinates generation
Panard Primitives
support (allows for GL like drawing of 2D and 3D primitives, supports for
display lists )
Picking
Procedural textures (hardware and software)
Multiple coloured dynamic light sources
(infinite, spot, parallel, directionnal, point, user defined)
Support for animated textures
Fine tunable collision detection (OBB)
Switchable Nodes (allows to dynamically
select a branch in the world graph, this can be used for Mesh LODs)
Environment Mapping
Static and pseudo dynamic lightmaps (soft or
hard)
Unreal-like volumetric FX
Fast-Precise calculus using floats
Extendable OO particle system
Multithreaded Realtime Adptative Landscape
Library
Full featured math library (including
quaternions functions)
Support for spline
curves/surfaces
Support for mesh instancing,
allowing for efficient memory usage
Support
convex polygons not only triangles
Simple/Extensible API
Support for user coded
Special FX
Support for user file formats
Heavily optimized assembly code for x86
architectures
Little animation engine with
hierarchy.
PanardVision has a built in
3DStudio 4 mesh and animation reader, but other drivers may be implemented.
Drivers for Quake I&II's bsp are also included.
No black box effect - every PV structures
functions is documented/available.
Software Rasterizer
Flat shading
Gouraud Shading
Fake phong shading (currently only in non RGB
modes)
Mapping
Bump Mapping
Perspective Corrected mapping
Bilinear Filtering
Fine tunable ZBuffering (enable/disable on a
material basis)
Full sub-pixel/texel accuracy
(no flicker, no gap in textures)
Consistent
rasterization
SBuffering to reduce overdraw
Paletized and RGB output modes
Automatic handling of colors in paletized
modes
Fake/Fast 16 bits rendering
True RGB rendering (15, 16, 24, 32 bits)
Virtually every resolution
MipMapping
Generic PRECISE rasterizer to develop custom filling routines
Generic perspective span renderer to add
perspective correction to custom fillers
Blending
Visibility Engine
Frustum clipping
User definable clip planes
User definable visibility pipeline (allowing
for BSP, Portals, etc.)
Infinite number of
cameras
Big mesh classification using
octrees, allowing for fast rejection of a whole mesh or big parts of a mesh
Indoor/outdoor suitable, efficient culling of
out of screen meshes and part of meshes
Advanced hierarchical culling/transformations, allowing for very efficient world
rendering
Built in support for portals
Hardware
Fog support
Open API to use 3D Hardware
Support for user
made hardware drivers
Built in OpenGL,
Direct3D (5,6 and 7 (with hardware transform and lighting)) & 3DFX
drivers(Voodoo,Voodoo2,Rush,Banshee).
Support
for all common and advanced hardware features (ZBuffer, Stencil buffer, Alpha
Blending, Multitexturing, etc.)
Customizable
multitexture pipeline
Detail texturing
Real-time stencil based shadows
5. Web Resources