POV-Ray : Newsgroups : povray.windows : POV & OpenGL? : Re: POV & OpenGL? Server Time
28 Jul 2024 20:23:44 EDT (-0400)
  Re: POV & OpenGL?  
From: Joshua Boyd
Date: 14 Nov 1997 01:54:50
Message: <346BF5BA.DC6@aol.com>
George Hunt wrote:
> 
> On Thu, 13 Nov 1997 11:47:12 -0800, "Ken Cecka" <cec### [at] televarmoc>
> wrote:
> 
> >Since OpenGL is a rendering accelerator, not a ray-tracing accelerator, it
> >is only useful for preview mode in a modeler.  Pov on it's own isn't a
> >modeler, just a ray-tracing engine.  Several of the modelers currently
> >available for POV already use OpenGL for preview though.  Check out sPatch,
> >Breeze, PovSB.  I think they all have OpenGL preview, and I'm sure there are
> >others.
> >
> >Ken
> 
> But Ken,
>     Many people (Dan Farmer for instance, one of the best and best
> known POV-Ray artists ever) don't use modellers at all (or very
> little)  They do in fact use POV-Ray test renders, and a bit of trial
> and error, to 'model' their scenes.  I would say that POV-Ray would be
> all the better if it DID have an option to represent the scene via an
> OpenGL preview.  Then, when you get things in the correct positions
> and get your CSG's etc. correct, you could switch back to a raytraced
> preview so that you can see how the more complex textures are doing.

Well, if you lower POVRays q level, then you can have a lot more speed. 
Enough that OpenGL stll probably wouldn't make much difference.  But you
do raise an interesting point.  What of instead of doing test renders,
you could have a preview window that updated itself everytime it could
parse the source code with out errors.  Meaning that whille you type it
isn't updating the preview, but when you stop you get instant feed
back.  It could also support realtime texturing, so that you could see
if you had the textures possitioned correctly.


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