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> Agreed. I suggest not adding GPU support until there are GPUs that can
> actually do that, but leave appropriate hooks and stubs on the code to
> easily add it whenever we're ready :)
Yep, exactly my thinking. Not even considering GPU rendering when writing
POV4 would be a bit of a mistake IMO. Just like if you started coding a big
project a year or two ago without any thinking of future support for
multi-core...
> For realtime previews, I think the best way is having the Object class
> (and all the concrete objects that extend it like Sphere) have a Tesselate
> method along with Trace_Ray and Point_Inside (well, whatever they're
> called; you get the idea).
Yes that sounds sensible, it's not actually very hard to tesselate the POV
primitives, even the isosurface is pretty straightforward when you use a
finite volumetric grid. Of course for infinite objects you would need to
bound them, but seeing as in GPU rendering you need to specify a "far" plane
anyway, you would just clip your objects to that.
The materials shouldn't be too hard either, just the effort of porting the
pigment/finish code over to pixel shaders.
Lights and shadows should be easy enough. Multi-level reflections would be
almost impossible, but first-level reflections should be doable for preview
quality.
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