When dinosaurs roamed the earth, OIIO's TextureSystem API assumed it might be 
used for many different types of renderers, and so we had placeholders for 
shadow mapping calls (and related parameters in the TextureOptions).

We never implemented them, because soon after founding OIIO, I started working 
someplace that was using a ray tracer, so it was not a priority or need for me 
personally. And not long after that, there was an asteroid impact, and in the 
aftermath, ray tracers became the dominant land species, and now people barely 
remember the lumbering rendering beasts that needed shadow maps. In short, we 
never quite got around to implementing shadow maps, and nobody asked for them.

Now, I know that some people either have forked OIIO or have a completely 
different TS implementation hiding behind its API (for the sake of OSL, which 
uses the API but doesn't really care if it's actually OIIO's implementation or 
a custom one).

Does anybody still care about the TS::shadow() methods, or the shadow-related 
fields in TextureOpt? Would anybody get bent out of shape if we deprecated them 
and slated them for eventual removal next time we reach a version milestone 
where API back-compatibility is not necessary? Or is there a reason to keep 
them?

Cross-posting to both oiio and osl mail lists to catch everybody who would know 
or care.

--
Larry Gritz
[email protected]




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