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Posted 25 July 2011 - 05:00 AM
I recently discovered openRL (http://www.caustic.com/) and was wondering if anyone has experience with it. It is a library for realtime raytracing that takes advantage of the CPU, GPU and other specific acceleration hardware if available. I am also wondering what chances openRL stands to be adopted and become a standard.
My actual thought process about that was: I am using openGL quite extensively (though not for high-end graphics), but need at some point shadows implemented (not necessarily for real-time rendering). This is not urgent, but scheduled for 6-12 months of time, and instead of preparing some major development linked to that, why not directly prepare the terrain for the future with openRL, where shadows would come in for free anyways. So I'd offer the user two options, openGL or openRL for visualization (openGL for real-time, and openRL for offline rendering for movie creation for instance)
Any opinions are welcome!
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Posted 26 July 2011 - 10:45 AM
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Posted 26 July 2011 - 10:55 AM
However, I still need to have my algorithms "in the loop", I need to be doing image processing on some rendered images to decide what the next scene configuration would be. I used the term "offline" rather like "non real-time". Or is there a way to feed rib files one-by one and retrieve rendered images one-by-one too?
I also liked the idea to be "almost real-time" with openRL, so that I can adjust colors while seing the changes.
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Posted 27 July 2011 - 01:04 AM
OpenRL is NOT a standard, it is just a commercial company that use a 'similar' name compared to OpenGL.
At first, when you see OpenRL its API looks similar to OpenGL... so it sounds simple, but is it really a good idea ?
By example, does a plane has the same device than a car ? :-)
You have several others SDK for this.
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Posted 27 July 2011 - 06:21 AM
That is why OpenIL changed to DevIL.
an open source GLU replacement library. Much more modern than GLU.
float matrix, inverse_matrix;
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
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Posted 16 September 2011 - 11:40 AM
Is there really nothing that can be said about it or its potential future?
Here's a link to some of their docs. It doesn't look that bad.
Edited by shurcool, 20 September 2011 - 07:55 PM.