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[Gnu3dkit-discuss] Re: NSOpenGL RenderKit


From: Lyndon Tremblay
Subject: [Gnu3dkit-discuss] Re: NSOpenGL RenderKit
Date: Wed, 23 Oct 2002 18:15:24 -0500

On 2002-10-23 06:44:32 -0400 Philippe C.D. Robert <address@hidden> wrote:

Hi,

I cc'ed the 3DKit discussion list, because I think this might be interesting...

On Wednesday, October 23, 2002, at 01:08  Uhr, Lyndon Tremblay wrote:
On 2002-10-22 05:52:27 -0400 Philippe C.D. Robert <address@hidden> wrote:
You could definitly write a SDL backend, this would be very interesting, but 2 problems would then still not be handled automatically:
- how would you render fonts correctly?

I realize SDL does not have any knowledge of 'windowing' -- therefore a SDL-based X renderer would be used. It should allow for back-art or back-gps etc to work, the rastering would be implemented in SDL.

Does such a renderer exist?

If a new server was written using the existing X11 backend server codebase for
window management, using SDL contexts and input events. The existing X11 rasterizing functions would be garnished for SDL.

Hearing about Frederic's GSXView, the SDL method seems a bit wasteful now...


Anyway, if you start such a beast, keep me updated! :-)

I am wondering how 3DKit relates to the RenderMan standard. I have been considering research on designing and implementing a hardware accelerated RenderMan-compliant renderer based on OpenGL 2.0.

This is a very interesting issue. The GNU 3DKit was developed as a OpenGL based 3D framework only, although the idea to write it came from NeXT's 3DKit. Now my research interests have shifted a little and I am less interested in pure OpenGL based stuff. Up until recently I did not think of making the GNU 3DKit more generic, though. But then I started thinking about how the next gen 3DKit could be used to render a scene using different techniques (I am particularly interested in ray tracing, but other scanline based techniques would be interesting as well). My idea was to manage a scene in a scene database which could then be rendered by different renderers. Of course this needs much more thinking, but I now believe that it is worth it. This has the drawback, that a running version of it will be even more delayed though.


I start to wonder if a RenderMan-compliant scene graph is worth it.
There are no open source renderers using the Reyes method that I know of, but one built using OpenGL 2.0 (nVidia Cg preliminarily) should be fairly straight forward. It would be useful to have a RenderMan compliant renderer with GNUstep support, for distribution, bundles, etc.

Is this really worth the effort, is anyone else interested in using such functionality?



--Lyndon





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