I am currently looking for Ogre developers, skilled in software 3D renderering engine design. I am the TZE (The Zeus Engine) admin and we are also trying to implent software renderer for Ogre. The thing is I am looking for a team (I cannot create something so huge by myself) for the renderer and also for the engine itself (we are 3 for now).
The idea to create a software renderer is quite simple. We will create a renderer that won't be super fast but will enable any computer to show Ogre scene. Because TZE is not only for games but also simulations, we could create non-realtime simulations with high precision calculations (64-bit) using the software renderer. I also hope the renderer will be quick enough for realtime but if it won't be it still won't be useless.
OGRE software renderer plugin
- osolizig
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You don't have to implement such a thing yourself. The following projects you can whack in easliy by altering one of the current rendersystems a bit (recognize it as another device?):
http://www.mesa3d.org/
Open source software GL implementation
http://sw-shader.sourceforge.net/main.html
Open source software dx9 implementation
The first focuses on precision and pixel correctness, the second on speed and realtime usability. You could even make it a choice
I think swshader is most promising though. It'd be great to be able to develop high end 3d on (for example) a notebook without top-of-the-line GPU.
http://www.mesa3d.org/
Open source software GL implementation
http://sw-shader.sourceforge.net/main.html
Open source software dx9 implementation
The first focuses on precision and pixel correctness, the second on speed and realtime usability. You could even make it a choice
I think swshader is most promising though. It'd be great to be able to develop high end 3d on (for example) a notebook without top-of-the-line GPU.
- osolizig
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Thanks:) I have overview the swShader and it is really good (at least they say so). We could even make plugins for both eventually (swShader + messa opengl). We just have to wait for the next swShader release (this one doesn't support everything). The messa shader can be used for non-realtime simulations. Thanks again