|
![](/i/fill.gif) |
Lodewijk Voge wrote:
>
> Disnel <Dis### [at] linux itam cas cz> wrote:
>
> >> I've recently started playing with BMRT and now I wonder, is there any
> >> technical reason (as opposed to things like lack of time or manpower)
> >> why the texturing in povray uses hardcoded procedures instead of
> >> something like the RenderMan shaders?
>
> > I think, that hardcoded procedures are faster.
>
> faster than interpreted RenderMan shaders like BMRT uses, yes. not
> significantly faster than shaders (in whatever language would be most
> convenient) compiled to dynamically linkable objects that the povray
> executable would link in on demand.
This is true. Unfortunately, one of the most important aspects of POV is
its multi-platform capabilities. For the record, the Isosurface patch
and the SuperPatch (the SuperPatch does have the isosurface patch in it,
right?) do allow user-defined functions for patterns. This is not quite
as flexible as RenderMan shaders, but it's a start. And you can use
dynamic libraries in windows and unix. But the two OS's don't use the same
libraries, and you can't use them on any other platform. :-(
-Nathan
Post a reply to this message
|
![](/i/fill.gif) |