gaby
11-20-2000, 12:04 AM
Hello,
My goal is to develop an engine that include all the most advanced "non gadget" feature in a engine, to provide very high quality rendering on fixed workstation for our customer (PIII 1ghz + GTS Ultra...). My OGL first version is good : it include TnL trough opengl, and multi-pass texturing. But when y see the feature that include D3D8, I asked me the question "is OpenGL the best API for my target ?".
nVidia doesn't provide advanced "shader" like the D3D ones. So, I have to do all this features trough extentions, but it's an hard work (mathematics is not my cup of thea...). Y really love the OGL API, but no nVidia advanced shading toolbox is available (Dot product lighting, bump, per pixel shading...).
What do you think of my question ?
To understand what y'm waiting from an OGL nvidia shading toolbox, read my message in "Future OpenGL suggestion" forum.
Thanks to share your experience with me.
Gabriel RABHI / Z-OXYDE / France
My goal is to develop an engine that include all the most advanced "non gadget" feature in a engine, to provide very high quality rendering on fixed workstation for our customer (PIII 1ghz + GTS Ultra...). My OGL first version is good : it include TnL trough opengl, and multi-pass texturing. But when y see the feature that include D3D8, I asked me the question "is OpenGL the best API for my target ?".
nVidia doesn't provide advanced "shader" like the D3D ones. So, I have to do all this features trough extentions, but it's an hard work (mathematics is not my cup of thea...). Y really love the OGL API, but no nVidia advanced shading toolbox is available (Dot product lighting, bump, per pixel shading...).
What do you think of my question ?
To understand what y'm waiting from an OGL nvidia shading toolbox, read my message in "Future OpenGL suggestion" forum.
Thanks to share your experience with me.
Gabriel RABHI / Z-OXYDE / France