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Volume Shaders
Guys,
I just started looking into OSL. It certainly looks very interesting!
Did I miss something or is it true that volume shaders are currently
neither implemented, nor truly specified?
I see that
Guys,
I just started looking into OSL. It certainly looks very interesting!
Did I miss something or is it true that volume shaders are currently
neither implemented, nor truly specified?
I see that
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By
Daniel <night-...@...>
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#109
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Re: Compiling OpenShadingLanguage under Windows
Dear all,
Isn't it possible to distribute the files produced by Flex and bison?
Normally, they should be independant from the system (they are produced on and they are
used on), and it will avoid a
Dear all,
Isn't it possible to distribute the files produced by Flex and bison?
Normally, they should be independant from the system (they are produced on and they are
used on), and it will avoid a
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By
"Pierre Saunier" <pierre...@...>
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#110
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Re: Compiling OpenShadingLanguage under Windows
I agree, it was something I was going to suggest too after getting a windows version built and all the details worked out.
Its seems overkill having to install cygwin to just be able to parse a couple
I agree, it was something I was going to suggest too after getting a windows version built and all the details worked out.
Its seems overkill having to install cygwin to just be able to parse a couple
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By
Wormszer <worm...@...>
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#113
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Review: raylevel and isshadowray
http://codereview.appspot.com/186244
This is the OSL-side change. On the renderer side, you still need to set the fields in the ShaderGlobals correctly.
--
Larry Gritz
l...@...
http://codereview.appspot.com/186244
This is the OSL-side change. On the renderer side, you still need to set the fields in the ShaderGlobals correctly.
--
Larry Gritz
l...@...
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By
Larry Gritz <l...@...>
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#111
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Re: Compiling OpenShadingLanguage under Windows
Hi Jeremy,
Yes, but I've solved them a bit different: just added export macros to
the corresponding classes and "implemented" the "Symbol::mangled ()"
method inline.
I didn't perform any tests so
Hi Jeremy,
Yes, but I've solved them a bit different: just added export macros to
the corresponding classes and "implemented" the "Symbol::mangled ()"
method inline.
I didn't perform any tests so
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By
Oleg <ode...@...>
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#112
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Re: Compiling OpenShadingLanguage under Windows
Hello Oleg,
That's probably a better solution. Will need to go back and make sure the libraries export their classes rather than duplicating the source in the projects.
I was trying to avoid adding to
Hello Oleg,
That's probably a better solution. Will need to go back and make sure the libraries export their classes rather than duplicating the source in the projects.
I was trying to avoid adding to
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By
Wormszer <worm...@...>
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#115
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Re: Compiling OpenShadingLanguage under Windows
Nice debugging session... Thanks for the information :-)
Did you try to use the "ShellExecute()" function? Does the
"ShellExecute()" function setup the environment in the right way (or
just not
Nice debugging session... Thanks for the information :-)
Did you try to use the "ShellExecute()" function? Does the
"ShellExecute()" function setup the environment in the right way (or
just not
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By
Oleg <ode...@...>
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#114
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Re: Compiling OpenShadingLanguage under Windows
Over at aqsis, we use the C preprecessor from boost called boost.wave. It's
been a good choice for us since it runs anywhere with a capable C++ compiler.
The main annoyance with wave is that it
Over at aqsis, we use the C preprecessor from boost called boost.wave. It's
been a good choice for us since it runs anywhere with a capable C++ compiler.
The main annoyance with wave is that it
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By
Chris Foster <chri...@...>
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#124
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Re: Compiling OpenShadingLanguage under Windows
There's mcpp which is designed to be an embeddable C-preprocessor.
Ice, which we use at Sony Imageworks for all our middle-tier systems, uses mcpp for it's own internal IDL type language, so I would
There's mcpp which is designed to be an embeddable C-preprocessor.
Ice, which we use at Sony Imageworks for all our middle-tier systems, uses mcpp for it's own internal IDL type language, so I would
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By
Blair Zajac <bl...@...>
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#116
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Re: Compiling OpenShadingLanguage under Windows
(Obviously this is only a problem when integrating wave into the project
source, and that's not really difficult at all.)
mcpp looks nice. In some sense, using wave would mean one less
(Obviously this is only a problem when integrating wave into the project
source, and that's not really difficult at all.)
mcpp looks nice. In some sense, using wave would mean one less
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By
Chris Foster <chri...@...>
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#129
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Re: Compiling OpenShadingLanguage under Windows
I am fine with either one. I think having something embedded or buildable would be usefull.
Otherwise there maybe issues with different compilers and would probably need some kind of config or
I am fine with either one. I think having something embedded or buildable would be usefull.
Otherwise there maybe issues with different compilers and would probably need some kind of config or
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By
Wormszer <worm...@...>
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#117
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Re: Compiling OpenShadingLanguage under Windows
I have mcpp integrated into the compiler now. Working like CPP and writing everything to stdout.
A few things, the binary available for download at least on windows doesn't support forcing an include
I have mcpp integrated into the compiler now. Working like CPP and writing everything to stdout.
A few things, the binary available for download at least on windows doesn't support forcing an include
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By
Wormszer <worm...@...>
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#119
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Re: Volume Shaders
We're tackling the volume shaders fairly soon. The spec isn't very clear about them, but that will be beefed up as we implement it. Basically the idea is that it will be very analogous to surface
We're tackling the volume shaders fairly soon. The spec isn't very clear about them, but that will be beefed up as we implement it. Basically the idea is that it will be very analogous to surface
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By
Larry Gritz <l...@...>
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#118
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Re: Volume Shaders
OK, that is how I interpreted the spec.
The volume integrator will, presumably, need some information about
the density of the volume, right? Do you already have ideas for
specifying that in OSL? Or
OK, that is how I interpreted the spec.
The volume integrator will, presumably, need some information about
the density of the volume, right? Do you already have ideas for
specifying that in OSL? Or
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By
Daniel <night-...@...>
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#120
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Re: Volume Shaders
Meh, I just realized my ambiguous use of "integrator". In this case I
meant "party integrating OSL into their system"...
Regards,
Daniel
Meh, I just realized my ambiguous use of "integrator". In this case I
meant "party integrating OSL into their system"...
Regards,
Daniel
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By
Daniel <night-...@...>
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#121
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Re: Volume Shaders
Er, I'm not sure. I think this is exactly the kind of thing we will be working out over the next few weeks. When we actually implemented surface integrators, we discovered all sorts of issues we
Er, I'm not sure. I think this is exactly the kind of thing we will be working out over the next few weeks. When we actually implemented surface integrators, we discovered all sorts of issues we
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By
Larry Gritz <l...@...>
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#122
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Re: Volume Shaders
Thanks so far for the answers, I'm looking forward to seeing OSL
progress. Good stuff!
Regards,
Daniel
Thanks so far for the answers, I'm looking forward to seeing OSL
progress. Good stuff!
Regards,
Daniel
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By
Daniel <night-...@...>
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#123
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run flags vs active intervals
Hi all,
I've been looking through the OSL source a little, and I'm interested to see
that you're using runflags for the SIMD state. I know that's a really
conventional solution, but there's an
Hi all,
I've been looking through the OSL source a little, and I'm interested to see
that you're using runflags for the SIMD state. I know that's a really
conventional solution, but there's an
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By
Chris Foster <chri...@...>
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#134
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Re: run flags vs active intervals
Awesome, Chris. Would you believe we were just talking internally about this topic yesterday? We were considering the amount of waste if there were big gaps of "off" points in the middle. But I
Awesome, Chris. Would you believe we were just talking internally about this topic yesterday? We were considering the amount of waste if there were big gaps of "off" points in the middle. But I
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By
Larry Gritz <l...@...>
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#125
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Re: run flags vs active intervals
Is there a good resource on this topic? I did some googling and didn't see what i was looking for.
Where is the actual SIMD taking place?
Is the compiler figuring it out from the loop and setting up
Is there a good resource on this topic? I did some googling and didn't see what i was looking for.
Where is the actual SIMD taking place?
Is the compiler figuring it out from the loop and setting up
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By
Wormszer <worm...@...>
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#130
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