Originally posted by SirKnight:
[b]I just read more about RenderMonkey cuz before i didnt really know much about it other than a shader preview system. First i must say RenderMonkey ROCKS!The thing that i am pleased about is that it does not require an ATI Radeon to use it, according to the sys requirements. Also i seem to remember something about RenderMonkey being able to parse RenderMan shaders, is that true? If so that’s cool. One thing that i think would also be good is to be able, i guess through a plugin, would be to allow RenderMonkey to parse Cg shaders. Since the source for the Cg compiler is now available that might be able to become a reality.
-SirKnight[/b]
rendermonkey can indeed compile RenderMan shaders but this functionality is not exposed in the current beta. i’m not sure when this functionality will be exposed (it’s gated by DirectX 9.0). as for opengl support… you can wait for the SDK to be released and then write opengl plugins but this introduces new problems (ie. as far as i know, there is no ARB extention for fragment shaders). as someone pointed out, the render state and texture state maps very nicely to opengl state so this is another option (just read in the rendermonkey xml workspace and start setting opengl state). i’m glad to see people using the tool 