Quoting Juhana Sadeharju <[EMAIL PROTECTED]>:

>
>> But totally outside the scope of both CS and Mesa3D. If you want
>> non-realtime renderer, look at projects developing such.
>
> As said, I wanted the software renderer what is in CS (if it would
> have had shaders). I don't go to Renderman list and ask about
> what is in CS.
Well, thats not what I said. I said that a non-realtime renderer is  
outside the scope of CS.

>
> This is not unrelevant at all. Let me think of the possibilities:
> Games are developed for multiple hardwares. What if a developer
> would like to see the game rendered as it would appear on
> a particular hardware. What if the developer would like to write
> the game shaders for all hardwares: more complex shaders for
> expensive hardware. The developer needs to test the shaders
> but how to do it if the developer cannot afford for multiple
> hardware...
Thats a nice dream, but in reality it doesn't work like that.
First reason is that gfx-cards from nvidia and amd both have their  
sets of limitations and differences, so once you do anything above  
trivial level you have to check on the physical hardware (and yes,  
different chip generations behave differently).
Second is that most effects are not about static behaviour but about  
dynamics, which means you have to have some kind of progress of  
frames; something you won't get at the five minutes per frame or  
whatever one could expect from a software renderer implementing all  
the latest and greatest shader features.

>
> In extreme, Blender could have a switch which shows the game
> as it would show in different hardware with different shaders.
> (CS is the game renderer in Blender, right?)
No, it is not.

Of course, if you contribute such a software renderer and it have  
decent speed we'll consider it for inclusion in CS, otherwise I'd say  
this is in general a non-issue and nothing we'll spend time on.

-M

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