                                                                      Misc
*Support multiple non-recursive planar geometric mirrors
*On the fly texture coordinates generation
*Panard Primitives support (allows for GL like drawing)
*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)
*Fast-Precise calculus using floats
*Full featured math library (including quaternions functions)
*Support for spline curves/surfaces
*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. A Quake I bsp reader is 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
*Performance !
*Generic PRECISE rasterizer to develop your own filling routines in no
time
*Generic perspective span renderer to add perspective correction to your
fillers.
*MipMapping

                                                         Visibility Engine
*Frustum clipping
*User definable clip planes
*User definable visibility pipeline (allowing for BSP, Portals or whatever
you may think about)
*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 (ie objects inside a room are simply not
processed if room is culled)
*Built in support for portals

                                                                  Hardware
*Fog support
*Open API to use 3D Hardware
*Support for user made hardware drivers
*Built in OpenGL, Direct3D & 3DFX drivers (depending on versionsof PV).
*Support for all common and advanced hardware features
*Your code is the same for software or hardware, just some flags to set
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