> Does anyone know if it is the intention for the OpenGL Shading
>Language to be compatible with RenderMan Shading Language.
I read through a crappy PDF about what 3D Labs wanted OpenGL 2.0 to be. That
had programmable shading. Are you talking about that? Or, do you mean the
current implementations as defined by OGL extensions by Nvidia, and ATI?
Well, either way, no, they are not intended to be compatible. Even the
proposed OGL 2.0 stuff is designed for real time systems, and is designed
differently from what we all know and love as SL.
Quote:> I am developing an application in OpenGL which I plan to use OpenGL
>Shading Language and output to RIB for rendering via a RenderMan
I'm still not 100% sure what you mean by OpenGL Shading language, but if you
are developing in it, you should probably have some sort of syntax guide,
specification, or something. If so, write an OGL shader, and try it in your
favorite renderman renderer.
Quote:> I am hoping that the shader I write for OpenGL can be reuse for the
The two are probably similar enough in design that there will be a pretty
straight forward way to take an OpenGL shader, and spit a roughly equivalent SL
file out the other end. Most likely, the OpenGL shading system will be simpler
than SL, and have fewer features, so your shaders won't make full use of SL,
but will be fine for government work.
What good is knowledge if you can't torment others with it? --Paul W. DeMone