Soya 2.0 is coming!

The most striking feature of Soya 2.0 is mini shaders. They allow to write Open 
GL / GL SL shaders so easily! With GL SL, you have to rewrite the entire 
rendering pipeline, even if you want to modify only a small part of it...

On the contrary, with Soya's mini shaders, you can write a mini shader that 
overrides a part of the rendering pipeline (ex customizing the lighting 
computation), or that adds an extra step in the rendering (ex deforming the 
model geometry). Then Soya assembles all mini shaders, adds the missing pieces 
of the rendering pipeline, and generates a GL SL shader.

Mini shaders can be associated to any object: a Model, a Body (an instance of 
Model), a World (a group of other 3D object) or a Material. When associating a 
mini shader to a World, it is inherited by all objects inside this World, and 
automagically combined with objects' own mini shaders. Additionally, Soya's 
mini shaders can be written with a Python-like syntax ;)

For more details about mini shaders, see  and  the mini-shader-* tutos!

Want to try and start hacking with Soya 2? You're welcome! The development 
version can be obtained on this mercurial repository:

        http://hg.tuxfamily.org//mercurialroot/oomadness/soya2


Other new features include:
   * Support both Python 2.7 and 3.3,

   * Open GL SL shader support,

   * new exporters for Blender 2.6x, with a bugfixed Blender => Cal3D exporter, 
able to take into account vertex location, normal and texture coords when 
merging vertices,

   * LOD support for models,

   * pre-rendered background, usefull for slow computer or old-style games,

   * Partial Open GL ES support (not yet finished).

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