Wire3D (Wii Independent Rendering Engine 3D) is an open source, object oriented, multiplatform 3D engine written in C++, supporting homebrew Wii and Windows (DirectX). It provides a framework to developers for writing platform agnostic 3D applications (including physics using the Bullet Physics library) that run on Wii and Windows out of the box.
v1.2 Wire:
added Input System
added support for multiple vertex streams per mesh
added layer masks to nodes, lights and cameras
seperated Image (i.e. buffer) from Texture (i.e. properties)
seperated handling of vertex declarations from vertex buffers
added usage type STATIC_DISCARD_ON_BIND for textures
removed VisibleObject in favour of RenderObject
removed scene graph dependency from Renderer
improved drawcall batching of static (sub)meshes
improved performance of drawing submeshes on PCs with software vertex processing
added camera node
added light attenuation
added blending mode 'BM_ADD' to Material
(Wii) added support for submeshes to displaylist handling
(Wii) fixed vertex cache issue
(Wii) fixed a bug in handling lights
(DX9) added support for HLSL shaders
(DX9) added support for multiple render targets
Importer/Unity3D exporter:
added import/export of collision shapes, rigid bodies and character controller
added import/export of skybox
added import/export of submeshes
added option to combine static meshes
added option to export vertex colors as 32bit
exporting lights
exporting camera
exporting fog from RenderSettings
added disk and memory statistics summary after export
using default values for undefined transformation parameters
fixed overwritten default color values in render state
fixed incorrect calculation of font texture size
fixed text exceeding specified maximum length divided by 6
fixed wrong filter mode being used when texture has no mipmaps
fixed Importer header files polluting global namespace
fixed memory leaks
Samples:
added Sample11 to show how to use the input system