Re: GL slang draft
Philippe C.D. Robert <[email protected]> Sat, 1 Mar 2003 15:00:43 +0100
| Newsgroups | gmane.comp.gnu.3dkit.general |
|---|---|
| Message-ID | <[email protected]> |
On Thursday, February 27, 2003, at 08:32 Uhr, Brent Gulanowski wrote: >> 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? I don't think so. The design philosophy of the 3DKit is that everything which is not geometry will be set via shaders. For this we need our shading language, probably a subset of the RenderMan Shading Language. These shaders will have to be mapped to the renderer, so in the case of OGL this might be via slang - that's why I posted this information. Another option would be to implement our own GL based shader, but this is a good approach. <snip> > 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? The 3DKit uses G3DShader objects which in turn use our own shading language to specify material properties etc. in a renderer independent way. So to me the question is how to implement a G3DKit Shader -> GL backend translator. In the case of an OGL 2.0 renderer this task could be greatly simplified by using glslang. -Phil -- Philippe C.D. Robert http://www.nice.ch/~phip