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.
Skinning: 4 weights per vertex skinning
256 bones matrices limit
Atomic must be preprocessed with splitter
This skinning pipeline supports the full set of 256 bones by
using the results of skin splitting. The skinned geometry must be
pre-processed with the RtSkinSplit toolkit.