| - |
Transform
and Lighting (T&L) Engine |
| - |
Graphics
performance scale with Graphics Processor Unit (GPU)
not CPU |
| - |
Render
with geometry instead of texture |
| - |
Four
rendering pipelines capable of delivering four pixels
per clock |
| - |
Cube
environment mapping in hardware, fully supported by
DX7 and OpenGL |
| - |
Complete
DirectX 7 support |
| - |
100%
hardware triangle setup |
| - |
Texture
Blend support: |
| - |
Multi-texture |
| - |
Bump
map |
| - |
Light
maps |
| - |
Reflection
maps |
| - |
Detail
textures |
| - |
Backend
blend |
| - |
32-bit
ARGB rendering with destination alpha |
| - |
Point
sampled, Bilinear, Trilinear and 8-tap |
| - |
Anisotropic
filtering |
| - |
Per
pixel perspective correct texture mapping |
| - |
Fog |
| - |
Light |
| - |
Mip
mapping |
| - |
Per
pixel perspective correct texture mapping |
| - |
Full
scene, order independent anti-aliasing |
| - |
32-bit
Z and stencil buffer |