Programmable Shaders E-mail
Giving you exactly what you need to get the job done.

Textures in Game Basic are no longer a simple texture, but are fully scripted entities which can be used to control practically every option OpenGL exposes when it comes to texture positioning, transformation, blending and more. The OpenGL Shading Language (GLSL) is also fully supported, and almost every kind of object that appears on the scene may be rendered with the vertex and fragment programs.

Displacement Mapping

This is an advanced technique of the bump mapping technology supporting realistic surfaces with a low polygon count.

High Dynamic Ranges

This is the technique used when rendering scenes using lighting calculations done in a larger dynamic range. Video games and computer generated movies greatly benefit from this as it creates far more realistic scenes than with the previous lighting model (referred to as "low dynamic range lighting" or "standard lighting").