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  • The Tesseract Rendering Pipeline

This article is a brief overview of the rendering pipeline in Tesseract, an open-source FPS game and level-creation system. It assumes basic knowledge of modern rendering techniques and is meant to point out particular design decisions rather than explain in detail how the renderer works.

  • Platform

The Tesseract renderer ideally targets OpenGL 3.0 or greater, using only Core profile functionality and extensions, as its graphics API and using SDL 2.0 as a platform abstraction layer across Windows, Linux, *BSD, and MacOS X. However, it also functions on OpenGL 2.1 where extensions are available to emulate Core profile functionality. Mobile GPUs with OpenGL ES are, at the moment, not targeted. GLSL compatibility is provided across various incompatible versions using a small preprocessor-based prelude of macros abstracting texture access and attribute/interpolant/output specification that would otherwise be incompatible across GLSL versions.

  • Motivation

The main design goal of Tesseract is both to support high numbers of dynamically shadowmapped …

READ MORE : http://tesseract.gg/renderer.txt