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OpenGL Realtime Shaders

This chapter describes how to create realtime effects using XSI’s library of OpenGL-based shaders. XSI’s realtime shaders allow you to create realtime effects that can be displayed in real time in any 3D view.

You can create effects using either a fixed-function shading pipeline or a programmable shading pipeline.

• The fixed function shading pipeline implements a simple Constant Lambert and Phong material. It is computed per vertex and can support up to seven directional lights (point lights or spotlights) and one ambient light.

- The fixed-function pipeline is described in Fixed Function OpenGL Shading.

- An example of a fixed-function effect can be found in Fixed Function Shading Example: A Reflective Textured Sphere.

• Programmable shaders allow you to replace the fixed function pipeline by using your own program to control shading at the vertex and pixel level. This allows you to create more effects, but you also need to re-implement a lot of code that would otherwise be executed by the fixed function pipeline.

- The programmable pipeline is described in Programmable Shaders.

- An example of a programmable effect can be found in Programmable Shader Example: A Bump Mapped Material.

Before You Start

The examples in this chapter assume that you are familiar with the basics of working with realtime shaders in the XSI interface. You should know how to get and connect realtime shaders in the render tree, how to display realtime shader effects, and so on. All of this is described in Realtime Shaders.



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