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author | Alastair Tse <liquidx@gentoo.org> | 2003-12-09 16:17:57 +0000 |
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committer | Alastair Tse <liquidx@gentoo.org> | 2003-12-09 16:17:57 +0000 |
commit | 41a31d35d075ec9b2f619339d8f6ae2d1da7b468 (patch) | |
tree | aa73893648975301d16e6475111f994abe3d40ab /dev-games | |
parent | fix utf8 characters in metadata.xml (diff) | |
download | historical-41a31d35d075ec9b2f619339d8f6ae2d1da7b468.tar.gz historical-41a31d35d075ec9b2f619339d8f6ae2d1da7b468.tar.bz2 historical-41a31d35d075ec9b2f619339d8f6ae2d1da7b468.zip |
make metadata.xml xml compliant by removing ampersands
Diffstat (limited to 'dev-games')
-rw-r--r-- | dev-games/ogre/metadata.xml | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/dev-games/ogre/metadata.xml b/dev-games/ogre/metadata.xml index 0d040d6d0bf3..decaa8a76569 100644 --- a/dev-games/ogre/metadata.xml +++ b/dev-games/ogre/metadata.xml @@ -18,9 +18,9 @@ Productivity features * Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation e.g. Direct3D/OpenGL/Glide etc. * Extensible example framework makes getting your application running is quick and simple * Common requirements like render state management, hierarchical culling, dealing with transparency are done for you automatically saving you valuable time - * Clean, uncluttered design and full documentation of all engine classes + * Clean, uncluttered design and full documentation of all engine classes -Platform & 3D API support +Platform and 3D API support * Direct3D and OpenGL support * Windows (all major versions), Linux and Mac OSX support @@ -34,7 +34,7 @@ Material / Shader support * Unbounded number of texture layers with many texture blending effects, animated textures * Multitexturing hardware used to best effect automatically, combined with automatic fallback to mulitpass rendering * Object transparency and other scene-level blending effects - * All defineable through text scripts to allow you to set up & tweak advanced materials without recompiling + * All defineable through text scripts to allow you to set up and tweak advanced materials without recompiling Meshes @@ -57,7 +57,7 @@ Special Effects * Particle Systems, including easily extensible emitters and affectors (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance * Support for skyboxes, skyplanes and skydomes, very easy to use * Billboarding for sprite graphics - * Transparent objects automatically managed (rendering order & depth buffer settings all set up for you) + * Transparent objects automatically managed (rendering order and depth buffer settings all set up for you) Misc features @@ -65,7 +65,7 @@ Misc features * Flexible plugin architecture allows engine to be extended without recompilation * 'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left * Debugging memory manager for identifying memory leaks - * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics + * ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision and physics * XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing Exporters |