On 03/27/2011 11:23 PM, Christian Van Brussel wrote: > The deferred render manager of CS was made during the last GSOC and was a > really good job. It has however not been widely used and is still lacking > some features, although I don't know the precise list.
Well then I'll try to know what the DR can do exactly in order to make a reasonable timeline. Who could know that? > Another topic of interest in CS is the support for GLSL (with geometry and > tesselation if possible). I was thinking about it too. In my engine I tried to support both Cg and GLSL but since such a feature wasn't the main purpose of my engine I gave up when I encoutered the first issue: Cg distinguishes vertex and pixel shaders (like DX afaik) and allow to switch only one of them whilst GLSL requires them to be bound together into one "program". I actually never tried to find out how much expensive is the glLinkProgram() function, or how often it is needed to switch only one shader, maybe it is negligible. Also since I'm not familiar with CS I don't know how much time it would take to add support for GLSL shaders. ------------------------------------------------------------------------------ Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
