Re: Re: breve Digest, Vol 12, Issue 7
jon klein <[email protected]>
| Newsgroups | gmane.comp.breve |
|---|---|
| Message-ID | <[email protected]> |
On Jul 26, 2004, at 12:42 PM, <[email protected]> wrote: > :( Oh well. I love breve for it's Ai testing and the fact that it can > save movies > so it is near that idea. How much OpenGL goodness is in it? Like can > it utilize > the shader language of openGL 1.5 and soon to be 2.0? breve currently does not provide any kind of access to shaders. There's currently not much available on the graphics front that isn't shown off in the various demos. The forthcoming version 2.0 does have a number of improvements to texturing and transparencies, including the ability to modify textures and images in realtime, and to use rendered images as textures. > And the joint test could that have some extras added to it ? > > I am just hopeful to find a cutting edge app with a real GUI system to > build some > animations using OpenGL's very fast rendering as I see it replacing > traditional > slow rendering methods of one frame at a time radiocity and raytracing. breve is, for the moment, probably not what you're looking for, though this functionality is improving all the time. It has occurred to me that it would be possible to publish the entire OpenGL API in breve's scripting language so that people could use all of the OpenGL functionality, but I think that for the time-being, I'd prefer to continue implementing "higher level" OpenGL effects. Another thing I've been considering is using an existing graphics or game front-end in breve, but I still haven't found one I'm entirely happy with. - jon klein _______________________________________________ breve mailing list [email protected] http://www.spiderland.org/mailman/listinfo/breve