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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: |
Wed, 5 Feb 2003 22:37:53 +0100 |
Hi,
I know the interview and I also know Cg (a little, at least), but - or
therefore - I think that OpenGL 2.0 SLang will be the way to go when
doing OpenGL, not Cg.
For the 3DKit I believe the RenderMan Shader Language will be the best
solution, it is more powerful and flexible. But of course it will be
possible to implement a 3DKit OpenGL renderer backend using Cg or SLang.
This said, anyone who wants to contribute a Cg based renderer for the
3DKit will be welcome, of course, but it will probably not be me...:-)
BTW the OpenGL 2.0 work makes steady progress (there is a weekly held
SIG ARB meeting), the specs are scheduled for Siggraph 2003.
-Phil
On Tuesday, February 4, 2003, at 09:39 Uhr, Gerard Iglesias wrote:
Philippe C.D. Robert wrote:
Hi,
did someone play with the shader compiler of the OGL 2.0 proposal
form 3DLabs? If yes, could this be used as foundation or starting
point for our shader compiler?
I am reading what I can around the shading language, especially I read
this QA :
http://www.cgshaders.org/articles/interview_davidkirk02.php
And found this one :
* What's the difference between an "offline" shader language (such as
RenderMan) and a "real-time" shader language such as Cg? Why can't the
former just be compiled directly to assembly code for GPUs?*
Not only is Cg a "real-time" shader language, Cg has been designed to
be hardware friendly and hardware efficient. This means that Cg should
run well on most modern GPUs. Cg is like C - C for graphics, or C for
GPUs. Cg specifies data types, data connections, and arithmetic and
graphics operation primitives that exist in GPUs.
RenderMan is a still higher language and is custom designed for
shading, not for optimal execution on GPUs. There are several
universities and tool providers who are in the process of developing a
compiler that translates from RenderMan shaders to Cg code. That
provides the best of both worlds. You get the high level shader focus
of RenderMan combined with the runtime compilation and efficient
execution of Cg on GPUs.
Cg is also more than a shading language. Cg can be used to program any
function that can be run on GPUs, including geometry, physics,
collision detection, and also many non-graphics tasks.
The other things are interesting to read also....
And I find their work more visible and active than the one from
3DLabs, didn't see anything new from a long time, while NVIdia promise
version for OSX soon.
What do you think about this?
Sincerely
Gerard
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Philippe C.D. Robert
http://www.nice.ch/~phip