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Re: [Gnu3dkit-dev] OGL 2.0 shading
From: |
Philippe C . D . Robert |
Subject: |
Re: [Gnu3dkit-dev] OGL 2.0 shading |
Date: |
Fri, 31 Jan 2003 17:45:23 +0100 |
On Friday, January 31, 2003, at 09:59 Uhr, Gerard Iglesias wrote:
But it would be better to me to separate the view functionalities to
the frustum ones.
What do you mean exactly here? Should we again provide a separate
G3DFrustum object as in 0.3.x? I removed this separation because it
did IMHO not add value to the design but cause communication overhead
during rendering (when view-frustum culling).
The overhead is so critical, What I think about that, is the
capability for the controller to change the viewing setting from a
predefined set, and I don't see other things than an object or a C
struct (if the overhead is critical)
The frustum itself will be a struct called G3DFrustum (see G3DTypes.h)
which will be stored by the camera's context. It might then be possible
to switch quickly between different camera contexts - if this is what
you mean.
On an other subject, did you see that NVidia is porting Cg to MacOSX
(I read a post on the mac-opengl maillist)
Yes, but while I agree that Cg is nice I don't like several aspects of
it. Then I'd rather choose the OpenGL 2.0 shader language instead.
I have spent some time now diving into RenderMan Interface and I really
think this is the way to go. The OpenGL renderer implementation can
then still be based on Cg or whatever.
-Phil
--
Philippe C.D. Robert
http://www.nice.ch/~phip
Re: [Gnu3dkit-dev] OGL 2.0 shading, Brent Gulanowski, 2003/01/26