Technical Informations and Features
Technical Requirements:
- a Pentium II or compatible processor with Windows 95/98/me/2000
- DirectX 5.0 or higher
- 128MB of Ram
- A 4MB VGA graphics adapter with 32Bit Mode
- Resolution from 320x240 up to 1600x1200 using 32bit mode (higher resolutions need lots of memory)


Features:
Platonic solids, which means primitives like: Spheres, Cylinders, Hyperbols, Planes, Polygons (3 sided and 4 sided)
Texture mapping, actual size from 1x1 up to 1024x1024 using 16bit textures
Genlock mapping, defines which textured pixel is element of the solid and which one is not
Multiple dynamic light sources, all light can be moved around free at every time

Diffuse light model, is the light which is not the specular part, different models for different materials can be selected, e.g. plastic, metal, etc.

Phong light model, the specular part of the light model, several different models for different materials here too
Multiple shadows, each lightsource causes a shadow
Phong intensity mapping, defines the intensity of the specular by a texture pixel, so the phong intensity can be different in a single primitive
Procedural bump mapping, an angle texture which defines the displacement of the surface for the lights
Light Mapping, defines the color of the light as a light texture projection on a sphere to the lightsource
Transparency, object can be transparent
Transparency mapping, a texture defines which part of the surface is transparent, and which is not
Procedural refraction mapping, refraction which is define by a procedural texture
Reflections, everything can cause reflection and receive reflection
Reflection mapping, a texture which defines per pixel if there is reflection or not
Object glow mapping, which can be defined by a color-texture
Line lights, light sources doesnt have to be a point light, the could be a line light

Area lights, or an area light

Volume lights, or a volume light

Soft shadows, which means there will be real soft shadows

Volumetric light spaces, 3D-voxel spaces can be used as a 3D.visible lightspace
Steamy lights, inside visible lights, shadows can be casted to get steamy lights
Boolean Algebra, Object Exclusion
Boolean Algebra, Object Intersection
Boolean Algebra, Object Semi Intersection
Anti alias
Depth of field
Latest Features (August 2002)
Shadow Projection, transparent Object cause textured shadows
Steamy Shadow Projection, transparent Object cause textured steamy lights
Texture Bump Mapping, bumpmaps influenced by all light sources and reflections
Bilinear Texture Filtering