[Bf-committers] GPU-Rendering

trip trip at spymac.com
Thu Nov 25 00:25:51 CET 2004


IS any of this actually possible ? It would be something sweet ifit is,  
but it would become a stand point of making users need to have the CG  
card to use the features. But todays computers really already have  
enough power for this.

Oh well heres to hope.


On Nov 24, 2004, at 5:37 AM, Kester Maddock wrote:

> Hi Bart,
>
> I played around with GLslang in tuhopuu2.  I even looked at some of  
> Blender's
> shaders in GLSL
> (http://projects.blender.org/viewcvs/viewcvs.cgi/tuhopuu2/source/ 
> gameengine/Ketsji/Shaders/Shading.fs?rev=1.1&root=tuhopuu&view=auto)
>
> It is hardware and os independent, but you have to test on both ATI,  
> Nvidia &
> 3d labs platforms since their GLSL compiler is slightly different.  It  
> is
> also only supported on Radeon 9500 / Geforce FX and up.
>
> The GLSL & ARB_vertex_program/ARB_fragment_program languages are  
> really nice -
> be glad we are not working with Direct 3D. :-)
>
> The capability is definitely enough to match Blender's software  
> renderer,
> without AO, raytracing & radiosity (ie accelerate the transform,  
> shading and
> rasterization.)  Ideally, you could composite the hardware accelerated  
> parts
> of a render with software parts.
>
> Once that is all working you can work on a GPU raytracing etc solution.
> Target the Geforce 6 cpus for this for their flow control capabilities.
>
> The first step is to integrate GLEW (the GL extension wrangler) into  
> blender.
> GLEW contains headers for all extensions (so you don't have to worry  
> about
> old compilers) and makes it easy to test if hardware support is  
> available.
> This is something I was going to ask Ton for anyway (probably target  
> 2.37 ?)
>
> Kester



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