It’s important to read the (first) tutorials: http://lumina.sourceforge.net/?id=17
That describes how the script language could be used for setting up the rendering parameters. There are some examples file included:
gears.lum -> simple example that should run on every GPU
shadow2.lum -> 8 lightsources with dual parabolic shadows. Didn’t run on ATI cards…
deferred.lum -> basic setup for deferred rendering. Didn’t run on ATI cards too…
brdf.lum -> simple BRDF example (needs 2 factorized BRDF textures)
I’ve released a new source version. The windows version will follow in a short time.
New features:
Blenderexporter that creates Lumina files.
Print to texture. (for text rendering shader)
Particle systems with vertexshader texture lookup.
Copy Texture to VBO (untested)
Pointsprites API simplified
Drag&drop tree restructuring.
New version is out.
Lumina-0.2.0 supports bonesystems. An armature object calculates the CPU side stuff, that can be passed to the Vertexshader as quaternion+joint or matrix array.