i was hoping that someone here could shed some light on how maya's openGl display operates. when i create and assign a blinn shader, for instance, what drives the feedback that i see in the viewport as i modify attributes of the shader? does the code used to create the maya software shader double as the openGl shader? if i were to create my own custom blinn shader using the maya api, will i get the same feedback? is this the same thing that drives the display when i switch to 'high quality rendering' or is this something else, based on the cgFx plugin?
the point of all this is that i am a mental ray shader writer, looking to get into api programming to help provide quality hardware feedback for the artists using my shaders. i'm hoping for some pointers or suggestions to give me some direction as i start out on this project.
thanks,
chad
created
Dec '05last reply
Dec '14- 3
replies
- 2.3k
views
- 1
user
- 2
links