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Sascha Ledinsky wrote:
> If you don't need reflections or refractions, a z-buffer approach might
> be the better choice here because it's got no memory problems when
> rendering zillions of triangles (as they are passed through the pipeline
> one by one).
In my case there is no need in reflections and refractions
and I don't mind to use zBuffer if it provides realistic
result.
> If you need shadows, you could precompute shadow-maps for each
> lightsource. For transparency, a modified z-buffer (which stores a list
> of rgba-colors and z-values for each pixel) is needed. For the things
> you described, Java3D or one of the Java OpenGL wrappers might have all
> the features you're looking for - if not, I have written some Java code
> that uses a zBuffer to render phong-shaded triangles (but without
> transparency yet), just send me an email if you are interested in the code.
I'd like to refrain from using Java3D, JOGL etc. for now.
Does your program create triangles on the fly? Do you need
to sort them along Z axis?
> There's even a RenderMan compatible REYES renderer, written in Java, out
> there - check out http://jrman.sourceforge.net
Thank you for the info.
Gena.
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