Hello,
On our forum I read this term called "Software rendering", Since I don't have any idea about this term I would like to know what this actually mean & How to do this?
Can you guys please tell me some basic things about this?
Hello,
On our forum I read this term called "Software rendering", Since I don't have any idea about this term I would like to know what this actually mean & How to do this?
Can you guys please tell me some basic things about this?
Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware. Software rendering can be split into two main categories: real-time rendering, and offline rendering. Real-time rendering is used to interactively render a scene, like in 3D computer games. Offline rendering is used to create realistic images and movies.
(wiki)
Hi,
I dont know how can i explain you what is software rendering but I am having some problem related to same topic so am asking my question here:
I have been given the task of developing my own software renderer which must have a custom-built maths library to include and demonstrate all basic vector operations, matrix manipulation and perspective transformations.
NB. The OpenGL and GLut libraries may only be used to open up a graphics window and to draw single points, for example GL_POINTS.
I have Vectors and Matricies implemented as fully functional data types with overloaded operators, copy constructors and accessors. They support add, subtract, scalar divide and multiply, cross and dot products, transpose etc.
I can succesfully apply rotations and transpositions to points and using OpenGL's gluOrtho2d() display the results. But when I try to apply my worldView matrix (orthographic) to the points the display is blank :-s
The .h and .cpp's can be obtained from the address below:
http://www.mediafire.com/?sharekey=9...7a2105c2c5a22c
The problematic code is in the Render.cpp draw() function, along with 1 line in main() in the main.cpp.
The draw function works as follows:
1. Recieve a vector<Vector3> vertices;
2. Apply currentMatrix (holds transformations) to modelView matrix
3. Apply modelView matrix to vertices, store in an intermediate array
4. apply worldView matrix (orthographic) to the intermediate array
5. use GL_POINTS to draw intermediate array
The matrix i have implemented for othographic view is in the matrix4.cpp and was taken from the opengl redbook
Please visit these tutorials for software rendering.
http://www.devmaster.net/articles/so...ring/part1.php
http://www.dawnofthegeeks.com/software_rendering/
http://www.dawnofthegeeks.com/softwa...&page=tutorial
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