On Thu, Mar 18, 2010 at 12:07 AM, Luke Paireepinart
<[email protected]>wrote:

> On Wed, Mar 17, 2010 at 8:24 PM, Tristam MacDonald 
> <[email protected]>wrote:
>
>> On Wed, Mar 17, 2010 at 5:11 PM, val <[email protected]> wrote:
>>
>>> if you are to use panda3d, there might be no need to access pyglet
>>> anyway, since there are few things a multimedia library can do that a modern
>>> 3d engine can not.
>>
>>
>> Calling panda a 'modern' 3d engine is a bit of a stretch. Don't get me
>> wrong, I think that their team is doing great work, but the lack of a
>> flexible shader and compositor system make to hard to render anything
>> 'modern'.
>>
>>
>> What's inflexible about their shaders?   You write them in a .sha file and
> then call an import_shader() and  then model.apply_shader(shader).  you can
> apply them to anything in the scene graph...  I can't imagine it being much
> simpler than that.
>
> -- actual question, as I haven't used a lot of 3d libs.
>

The shaders themselves are the simple part of a renderer - the complexity is
almost entirely in the supporting structures.

For even moderately complex effects, you require render-to-texture, and
multiple passes over the scene graph rendering different (but possibly
overlapping) sets of geometry each time. Panda has a pretty decent
render-to-texture framework, but the scene graph is not as easy to pervert
in this manner as one might like.

For 'modern' effects, you need floating-point render textures, custom vertex
attributes, transform-feedback/stream-out, etc. - none of which panda
supports at this time.

Panda's DirectX backend also is lacking any shader support at all.

-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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