Projection: Isometric projection
Perspective correct projection
Primitive: Triangle strips
Triangle list
Lighting: Generic light buffer
Unordered light types
Ambient lights
Directional lights
Point lights
Spot lights
Soft spot lights
Pre-light processing
Clipping: Fast path rendering
Triangle fast culling
Triangle strip true clipping - batch aware clipper
Triangle list true clipping - batch aware clipper
Fog: All primitives support linear fog
Face culling: Backface and frontface triangle list culling
Backface and frontface triangle strip culling
Rendering Effect:
Alpha blended second pass
Base texture coordinate transformation with the first matrix.
Dual pass texture coordinate transformation with the second matrix.
Morphing: Position and normal linear morphing
Skinning: 4 weights per vertex skinning
64 bones matrices limit