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Re: [Gnu3dkit-discuss] Advanced Rendering Interface
From: |
Gerard Iglesias |
Subject: |
Re: [Gnu3dkit-discuss] Advanced Rendering Interface |
Date: |
Wed, 25 Dec 2002 23:34:53 +0100 |
On Monday, December 23, 2002, at 12:07 PM, Philippe C.D. Robert wrote:
Exactly, we should really make sure not to reinvent the wheel. By
using a RenderMan like API we could use RIBs as our native file >
format.
Ok for me, it is a good idea.
I am thinking of using a RenderMan like API which is used in the
3DKit's RenderKit as "common language". Developers would have to use
this API when working with the 3DKit. Internally the rendering is done
using so called backend renderers (see previous discussions) which
provide the concrete implementation of the rendering API. This
implementation can be done using whatever technology, ie. OpenGL,
scanline rendering, raytracing and so on.
OK you want to make a new QuickRenderman implementation, not a bad
idea, in fact maybe it is a real good idea and make sense on the Mac
platform ;)
The beauty of OpenGL is that it is a cross platform standard and that
you can implement hardware accelerators quite well. But it also
suffers from some serious deficiencies...
I do not say we should abandon the use of OpenGL in the 3DKit, we
should just hide it...:-) If we directly use OpenGL then either we let
developers mess with GL inside of a 3DKit app (white box approach)
which makes it hard for us to provide any optimisations or we provide
all functionality via 3DKit classes/functions (black box approach)
which is not what people want, I guess.
What do you think?
Not an easy problem, for sure.
I tried some thoughs but not enough time to think right.
I am going on vacation tomorrow with my Ti but without internet
connection, I will have the time to think about it and will come back
with some ideas I hope :)
I can say only that we have to decide the precise target of the
toolkit, if it is research and experimentation then we need to publish
the two behaviors....
Well, ok maybe if people want to make new stuff very powerful, i.e.
access to the low level, they will need to expand the 3DKit by
programming in C/ObjC/OpenGL, maybe ?
Then we kind of share this dream...:-) My focus is currently not so
much in modeling though, but more in advanced graphics research. But
both is required for achieving the dream.
Fine, Ok I will not have the time to write a new Maya app in my spare
time ;)
I agree. Personally I am not interested in writing games with the
3DKit.
So do I, programming visual interesting stuff that would be usable in a
game, why not, but not a game.
No, it should be fine. I think the GeometryKit's design won't change
much in the future (although I have some ideas in mind, but this has
very low priority) unless ie. the use of RenderMan requires some
functionality/syntax/naming which is currently not there (but this
would only matter for the C based stuff).
Ok, I take note.
In the same field, I wonder if it would be interesting to put the math
algorithms we can find in '3D Game Engine Design' in the GeometryKit ?
Best regards
Happy Christmas
Best wishes for the new year.
Gerard