/*
Text[...]=[title,text]
Style[...]=[TitleColor,TextColor,TitleBgColor,TextBgColor,TitleBgImag,TextBgImag,TitleTextAlign,TextTextAlign, TitleFontFace, TextFontFace, TipPosition, StickyStyle, TitleFontSize, TextFontSize, Width, Height, BorderSize, PadTextArea, CoordinateX , CoordinateY, TransitionNumber, TransitionDuration, TransparencyLevel ,ShadowType, ShadowColor]
*/

var FiltersEnabled = 1 // if your not going to use transitions or filters in any of the tips set this to 0

Text[0]=["Extreme Performance","The engine uses the latest HW graphics extensions to perform extreme polygon count in rendering. The engine also uses advanced algorithms for view culling and occlusion culling.<br>The engine can use compiler technology to compile scene graph contents into fast renderable data. "]
Text[1]=["Stereo and multiple window support", "Multiple windows with various depths and properties can be used to render the same scene graphs from multiple threads. Stereo vision is supported if HW supports it. "]
Text[2]=["Window integration", "The engine 3D window has the ability to integrate with common windows environment such as X11, Win32, QT, Aqua. Windows can be attached to subcontrols, such as buttons, sliders or other window components. "]
Text[3]=["GAL (Graphics Abstraction Layer)", "The engine can use OpenGL, DirectX or other HW layer to implement immediate mode commands using our OpenGL alike syntax (e.g. use OpenGL on DirectX). "]
Text[4]=["Configurable precision libraries (double mathematical support)", "Select between Single, Double or Integer precision libraries. Select the library that suits you game HW, PocketPC or Workstation best. "]
Text[5]=["Dynamic modification of data in real time", "Advanced algorithms are used to optimise culling information as huge amount of entities are changed in the scene graphs, e.g. 5000 objects can be moved in the terrain per second without slowing down culling. Multiple threads can also access shared data in the scene graph and update asynchronously. "]
Text[6]=["Dynamic loading/unloading of large datasets", "100GB of data can be viewed as the viewer moves through a large terrain. 3D data in front of you can be loaded in another thread as you move towards the new 3D data. "]
Text[7]=["Supports formats like OpenFlight, 3D Studio, Performer, TerraPage and custom formats", "External 3D formats can be used to add data to your scene. In addition, you can use custom importer/exporter automatically by the scene graph. "]
Text[8]=["Environment, weather", "Sky boxes, cloud layers, rain can be integrated form a natural environment "]
Text[9]=["Physics simulation, Particles, Wind, Water", "The engine exposes internal geometry to add on simulations and provides interfaces to control graphics from simulator. Meqon or other physics plugins provides full physics simulation integrated with graphics. "]
Text[10]=["Real time soft and hard shadows", "Calculates and renders stencil shadows or shadow maps in real time for both hard shadows and soft shadows with umbra and penumbra. The engine calculates visibility sets to optimize stencil shadow filling. "]
Text[11]=["Recursive Structures", "The engine has a unique feature in the scene graph that allows recursive structures to be defined. Complex hierarchies such as trees (i.e. leaves, branches, stem) and other natural entities that have a growth and evolve over time. The engine can also describe recursive structures that are repeated in infinity such as fence into the horizon. "]
Text[12]=["Scene Graph Queries", "The engine exposes interfaces to query spatial information from the scene graph, e.g. line of sight, nearest neighbour, area coverage. "]
Text[13]=["Shaders", "The engine implements vertex and fragment programs in the scene graph. The engine can also use CG and OpenGL shader language (CG needs to be compiled into vertex or fragment programs. "]
Text[14]=["Animation & Bone Systems", "Scene graph feature to programme bone transforms as a function of time or state. Complete animations and interpolatations from one animation to another can be described in the scene graph. Skinning and vertex weights can be used. "]


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applyCssFilter()


