Re: GL slang draft

Brent Gulanowski <[email protected]> Thu, 27 Feb 2003 14:32:31 -0500
Newsgroups gmane.comp.gnu.3dkit.general
Message-ID <[email protected]>
On Thursday, February 27, 2003, at 12:39  PM, Philippe C.D. Robert 
wrote:

> Hi,
>
> FYI the GL slang draft has been posted and is available for download. 
> Maybe we want to look closer at this before jumping on the RenderMan 
> Shader Language train too fast?
>
> http://www.opengl.org/developers/documentation/gl2_workgroup/
>
Real time work is generally more important to my projected needs, so 
glslang looks more attractive, inasmuch as advanced shading interests 
me at all. To speak objectively, will choosing glslang result in a 
skewing of 3DKit toward real time applications? If so, is this going to 
be an impediment to its usefulness?

Consider that in many uses of 3DKit (scientific visualization), it 
might be equally important to do fast, rough, interactive work and 
slow, detailed batch processing.

Only interactive renderers will benefit form glslang, whereas maybe 
RenderMan or another shader language might be usable for interactive 
and offline renderers.

Should not the shader language be directly driven by the choice of 
renderer? Why should 3DKit have to choose one or the other? The shaders 
have no impact on the scene graph, do they?


Brent Gulanowski			[email protected]
--
keyboard not found, press F1 to continue