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Re: Shader Preview Panel Dev Question

by Timothy M. Shead :: Rate this Message:

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Alex Curtis wrote:
> Hi Guys,
>
> After some valuable feedback, I have decided to make a start on the
> shader preview panel first.
>  
Reasonable choice.

> At this moment in time all the gui and storage / organisation ground
> work is pretty much there. I am now focusing on the actual process of
> rendering the shader previews and displaying the result.
>
> The only way I can think of doing this is to simply call the renderer.
> store the resulting image in a (possibly hidden) temporary file in the
> k3d working directory. Then source the preview display image from this
> file. Repeating this process every time a shader or shader selection
> changes.
>  
One detail worth considering is how you plan to render.  You could use
an existing RenderManEngine object from the user's current document, or
you could call the implementation-specific objects directly.  You might
want to consider having some logic that would create a RenderManEngine
with sensible defaults for previewing, if it doesn't already exist in a
document.

A different alternative worth considering would be to create a
render-engine plugin that embeds Aqsis directly, allowing you to pass
data to it in-memory instead of going to a file.  We've talked about
this for years, it's up-in-the-air whether it would provide enough
reduction in latency to be worth the effort.

Cheers,
Tim


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 « Return to Thread: Shader Preview Panel Dev Question

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