Editing Material and Shader Objects

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 5: Line 5:
 
This task would be to design and implement first class "objects" in the .g database format to hold material information and shader information.  So just as there is a sphere type and cone type, the database will have shader types and material types.  Students interested in this topic should study BRL-CAD's shaders and other shader systems to get an idea of what sort of information should be represented and how to store it.  Discussion with developers about work done to date would also be a good idea.
 
This task would be to design and implement first class "objects" in the .g database format to hold material information and shader information.  So just as there is a sphere type and cone type, the database will have shader types and material types.  Students interested in this topic should study BRL-CAD's shaders and other shader systems to get an idea of what sort of information should be represented and how to store it.  Discussion with developers about work done to date would also be a good idea.
  
=References=
+
Requirements:
  
* include/raytrace.h
+
* Familiarity with C
* include/db5.h
+
* src/liboptical
+
* src/librt
+
  
=Requirements=
+
Difficulty level:  low
 
+
* Familiarity with C
+

Please note that all contributions to BRL-CAD may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see BRL-CAD:Copyrights for details). Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)