Removed the features section in the readme
@@ -24,29 +24,6 @@ Take a look at the [triangle example](https://github.com/asny/three-d/blob/maste
![Lighting example](https://asny.github.io/three-d/lighting.png)
![Spider example](https://asny.github.io/three-d/spider.png)
-### Features
-
-| Feature | Description | Examples | `[features]` |
-| :---------------- | :-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------------------------------: | :----------------------: |
-| Context | Thin and low-level graphics abstraction layer which maps one-to-one with the OpenGL/WebGL2 graphics APIs. | |
-| Graphics concepts | Modular abstractions of common graphics concepts such as buffer, texture, program and render target. |
-| Camera | Orthographic and perspective camera which has functionality for navigation and frustum culling queries. | [Mandelbrot], [Statues], [Fireworks] |
-| Light | Light definitions which is put in a uniform buffer. Currently implemented light types are ambient light, directional light, spot light and point light. Directional and spot lights has functionality for shadow mapping. | [Statues], [Lighting], [Wireframe] |
-| Mesh | A triangle mesh object with fixed vertex shader and customizable fragment shader for customizable lighting. Supports rendering the depth and also with a fixed color and with a texture (ie. no lighting). | [Triangle], [Mandelbrot] |
-| Instanced mesh | Similar to Mesh, except it is possible to draw many instances of the same triangle mesh efficiently. | [Wireframe], [Fireworks], [Forest] |
-| Skybox | An illusion of a sky. | [Texture], [Fog] |
-| Particles | Particle effect with fixed vertex shader and customizable fragment shader. | [Fireworks] |
-| Imposters | A level-of-detail technique to replace rendering high-poly meshes at a distance. A mesh is rendered from different angles into a set of textures and the textures are then rendered continuously instead of the high-poly meshes. | [Forest] |
-| Image effect | A customizable effect applied to each pixel of a render target, for example fog or anti-aliasing. | [Fog] |
-| Phong renderer | Rendering functionality based on the phong reflection model supporting a performance-limited amount of directional, point and spot lights with shadows. | [Statues], [Lighting], [Wireframe] | `phong-renderer` |
-| Runtime loading | Loading any type of asset runtime on both desktop and web. | [Statues], [Forest], [Texture] |
-| 3D model parsers | Built-in parsers for .obj (using the [wavefront-obj](https://crates.io/crates/wavefront_obj/main.rs) crate) and .3d files (a custom format). | [Statues], [Forest], [Texture] | `3d-io` `obj-io` |
-| Image parsers | Most image formats are supported (using the [image](https://crates.io/crates/image/main.rs) crate). | [Texture], [Statues] | `image-io` |
-| GUI | Immidiate mode GUI support using the [egui](https://crates.io/crates/egui) crate. | [Lighting] | `egui-gui` |
-| Window | Default windows for easy setup and event handling. Currently [glutin](https://crates.io/crates/glutin/main.rs) for cross-platform desktop and canvas for web. | [All] | `glutin-window` `canvas` |
-
-It is always possible to combine features, for example rendering particles followed by direct calls to the graphics context.
-
### Build
#### Desktop:
