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Writing plugins

Posted on 1997-07-17
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Last Modified: 2013-12-26
Im planning on writing a raytracer using Rayshade as a base to work from. I will try to rewrite it in C++ and add the possibility to add your own objects, textures and shading plugins. Of course I will loose portability but that is of no great concern.
What, if there is any, is the best way to do this?

Christer O.
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Question by:m94_ols
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mwt earned 100 total points
ID: 1291590
1. I'm sure that you've already heard of QuickDraw 3D so why not use that as your foundation then you get all the objects, textures and shading for free and you can concentrate on your raytracer/renderer.

2. Otherwise, if you are asking how to do it in Rayshade, you will need to dig deeply into the Rayshade code to find all the places where objects, textures and other rendering code is and jam your own  plugin architecture. I suspect if you take this route it won't be pleasant and it'll turn into a software engineering project rather than a raytracer project, but good luck!

3. Otherwise, if you are asking how to write plug-in architectures; I would take a look a how Apple has done it with CDEFs and WDEFS, how Microsoft has done it with Excel and how Netscape has done it with their Navigator plug-in architecture. In general terms they all do it by calling a code-resource (for 68K) or fragment (for PPC)after locating and loading it in. Check out Metrowerks CodeWarrior which has a huge selection of examples to do 68K, PPC and FAT plug-ins.

Good luck!
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by:m94_ols
ID: 1291591
I have thought about QuickDraw 3D but not the other options. Excellent!
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