- Windows, Xbox 360 and Windows Phone support:
- An standalone .dll file with no configuration or asset files.
- Custom Model Processor:
- Unlimited number of texture layers (including bump map, specular map and multi-texture)
per model/mesh/part.
- Hardware skinning supporting up to 61 bones per model (will be increased to 82 in
the next versions).
- Fully integrated to Hilva’s material system.
- On-demand animation loading/unloading.
- Ability to use an animation for multiple models.
- Per animation per model animation-players.
- Pre-calculated bounding-box and bounding-sphere for meshes and models.
- Ability to query if an specific mesh contains vertex-color-channel.
- Ability to query if an specific mesh is skinned.
- Optional optimizations for animations.
- Swap Y and Z axises (optional).
- Complete replacement for XNA’s Model class.
- Shadow Mapping:
- Efficient shadow mapping with adjustable shadow map size and depth bias.
- Various shadow smoothing techniques including PCF and VSM (optional).
- Omni/Point Shadows.
- Lighting:
- Directional Light.
- Point/Omni Light (with attenuation).
- Spot Light (with attenuation and cone decay).
- Materials:
- Texture Mapping.
- Normal Mapping.
- Parallax Mapping (with Offset map in normal map’s alpha channel to save memory usage).
- Vertex Color (for texture mapping materials only).
- Adjustable surface and light color.
- Specular highlights.
- All materials support static and animated models.
- Custom materials from HLSL code.
- Post Process:
- Tone mapping.
- Gaussian Blur.
- Radial Blur.
- Bloom.
- Monochrome.
- High Dynamic Range Rendering.
- Twirl.
- And 16 more post-process effects.
Copyright © 2006-2012 Mahdi Khodadadi Fard. All rights reserved.