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Kate18

Are there any c# raytracers?

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Hi, I was wondering if anyone knew if there were any open source non realtime raytracers written in c# anywhere. I''ve searched arounded but haven''t spotted any. I am just curious to see how the code would look, even if it just rendered a sphere Thanks for any links

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Heh, C# graphics programming? You must be joking... OpenGL doesn''t even work in C#. A few emulators have been created to SIMULATE OpenGL but that is all. When microsoft created C# they got rid of #includes -- in my mind an essential part of the language. I suggest using the .NET libraries in conjunction with C++ -- i use that for all my windows applications with built in OpenGL.

--===LITHIC===--
--===WWW.Decimation.TK===--

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As long as you can get access to the frame buffer I don''t see why you couldn''t write a raytracer in C#. Although I am just learning raytracing myself, I can''t see any real reason to use OpenGL as it doesn''t give you anything really useful where raytracing is concerned as you are when doing raytracing you are basically doing lighting calculations "by hand" on a pixel-by-pixel basis.

peace and (trance) out

Mage

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quote:
Original post by Lithic
Heh, C# graphics programming? You must be joking... OpenGL doesn''t even work in C#. A few emulators have been created to SIMULATE OpenGL but that is all. When microsoft created C# they got rid of #includes -- in my mind an essential part of the language. I suggest using the .NET libraries in conjunction with C++ -- i use that for all my windows applications with built in OpenGL.

What kind of drugs are you on?

--
AnkhSVN - A Visual Studio .NET Addin for the Subversion version control system.
[Project site] [Blog] [RSS] [Browse the source] [IRC channel]

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quote:

Heh, C# graphics programming? You must be joking... OpenGL doesn't even work in C#. A few emulators have been created to SIMULATE OpenGL but that is all. When microsoft created C# they got rid of #includes -- in my mind an essential part of the language. I suggest using the .NET libraries in conjunction with C++ -- i use that for all my windows applications with built in OpenGL.



My my my.... can someone tell me why people in these forums answer questions on C# (or .NET for that matter), even if they haven't got the slightest idea what they are talking about.

Seriously, I have been programming with C# and .NET for a while now, but I still check and double check each reply I make about these topics. This is because it's still relatively new to me and I (am I the only one??) do NOT like spreading misinfo. I'd rather not reply at all if I don't know my reply is 100% correct.

But this could just be me... maybe I'm just not normal.

On topic: the OP did not even mention OpenGL. But you should just look at the code from non-C# raytracers. Especially code written in Java or C++ shouldn't be to hard to port.

Drawing:
You could use GDI-functions (or was it GDI+?), or opengl, or directx or whatever you feel comfortable with.

Edo

EDIT: insert links:
http://www.programmersheaven.com/zone28/cat1008/23473.htm
http://www.unc.edu/courses/2003spring/comp/236/001/handouts.html

[edited by - edotorpedo on January 15, 2004 5:40:13 PM]

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quote:
Original post by Lithic
Heh, C# graphics programming? You must be joking... OpenGL doesn''t even work in C#. A few emulators have been created to SIMULATE OpenGL but that is all. When microsoft created C# they got rid of #includes -- in my mind an essential part of the language. I suggest using the .NET libraries in conjunction with C++ -- i use that for all my windows applications with built in OpenGL.

--===LITHIC===--
--===WWW.Decimation.TK===--


were you dropped on your head as a child?

---

to get access the back buffer you could use an SDL wrapper. if you google for SDL.NET you''ll find what your looking for.

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Since everybody here seems to think that i'm wrong please give me a link to a working OpenGL (and not a third-party emulator) for C#.

Why I say C# is not very useful for graphics is because it compiles into machine-code at runtime and precious speed is lost. However now that i reread the original entry i notice that it doesn't have to be realtime, so that isn't really a problem.

--===LITHIC===--
--===WWW.Decimation.TK===--

[edited by - Lithic on January 15, 2004 10:02:20 PM]

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quote:
Original post by Lithic
Since everybody here seems to think that i''m wrong please give me a link to a working OpenGL (and not a third-party emulator) for C#.

Why I say C# is not very useful for graphics is because it compiles into machine-code at runtime and precious speed is lost. However now that i reread the original entry i notice that it doesn''t have to be realtime, so that isn''t really a problem.

--===LITHIC===--
--===WWW.Decimation.TK===--

[edited by - Lithic on January 15, 2004 10:02:20 PM]


what?




[My site|SGI STL|Bjarne FAQ|C++ FAQ Lite|MSDN|Jargon]
Ripped off from various people

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quote:
Original post by Lithic
Since everybody here seems to think that i''m wrong please give me a link to a working OpenGL (and not a third-party emulator) for C#.

Why I say C# is not very useful for graphics is because it compiles into machine-code at runtime and precious speed is lost. However now that i reread the original entry i notice that it doesn''t have to be realtime, so that isn''t really a problem.




Well either you are just trolling or are plain dumb.

NON REALTIME RAYTRACING

Which means it isn''t using OpenGL, it is a software rasterizer ...

That is NOT realtime ...

So why exactly did you make your post?

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quote:
Original post by Lithic
Since everybody here seems to think that i'm wrong please give me a link to a working OpenGL (and not a third-party emulator) for C#.

Why I say C# is not very useful for graphics is because it compiles into machine-code at runtime and precious speed is lost. However now that i reread the original entry i notice that it doesn't have to be realtime, so that isn't really a problem.

--===LITHIC===--
--===WWW.Decimation.TK===--

[edited by - Lithic on January 15, 2004 10:02:20 PM]


Ummm.. C# works with managed direct X. If you want OpenGL to have to use a 3rd party library . And you do realize that there are things like JIT compilers, right?

Do you also realize that C++ contains absolutely no graphics functions? Does this make even pure C++ worthless for ray tracing? No, old DOS raytracers never even showed graphics output; they just wrote straight to a data file and could be written in pure C or C++ with no external libraries.

[edited by - invective on January 15, 2004 10:52:37 PM]

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LOL
11 replys but no raytracer, oh well
I''m not trying to compete with mental ray or brazil, i just thought it would be fun to learn c# by making a raytracer. I have alreay made a half decent modeller using c# and managed directx and it works fine. That pov ray source is really good, i suppose that will have to do.
I don''t see why everyone bags c#. And about no opengl "emulator"...what?
c# works fine with gl... already made 2 games ( very basic games ) with it using csgl.
Thanks

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