POV-Ray : Newsgroups : povray.general : Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so : Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so Server Time
2 Aug 2024 02:23:49 EDT (-0400)
  Re: Shaders in Pov-RAY - was - Calling external Math functions from .dll or .so  
From: ABX
Date: 15 Feb 2005 06:05:38
Message: <gbl311hje9p6emti3g870jeesagim6k9qk@4ax.com>
On 15 Feb 2005 05:20:19 -0500, "Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> Heh, typo, I ment light _Works_,
> http://download.graphisoft.com/ftp/techsupport/documentation/developer_docs
> /BasicLibraryDoc/LightWorksIntegration/LW_Parameters.html
>
> http://www.lightwork.com/lw_home.htm

"Cross-platform plug-in shaders are supplied as platform-independent bytecode
that is executed by the LightWorks bytecode interpreter and will therefore
work on all the platforms supported by LightWorks. Native plug-in shaders are
provided in ‘object code' form compiled for a particular platform, for example
DLLs for Windows or Bundles for Macintosh."

Well, this is behind POV-Ray standard which distributes shaders in one unified
and portable form of source of functions and translates it to bytecode or
machinecode at runtime. And we don't have to buy any SDK to write own shader.
Is this that opensource advantage you refered earlier?

ABX


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