From: Bruce S. <Bru...@nc...> - 2009-07-08 20:15:14
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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> </head> <body bgcolor="#ffffff" text="#000000"> A user asked me, "From what I noticed, the available materials are defined through shaders. What I had in mind was defining materials through an OpenGL call such as glMaterial (<a href="http://www.opengl.org/sdk/docs/man/xhtml/glMaterial.xml" target="_blank" style="color: rgb(42, 93, 176);">http://www.opengl.org/sdk/<wbr>docs/man/xhtml/glMaterial.xml</a>). This could of course be packaged as a shader but it would replicate functionality that is already available from the lower level of OpenGL."<br> <br> I asked David Scherer about this, and he replied that this was the approach attempted in Visual 4 - adding OpenGL features that look like what you want on paper, but that while OpenGL can _represent_ all kinds of material properties, it can only render a few reasonably accurately (because it does everything at vertex level, among other limitations). For everything else, you need shaders. This is why Visual 5 uses shaders for materials.<br> <br> Bruce Sherwood<br> <br> </body> </html> |