quote:Yes there is a ''reasion'' at least : with Cg you can''t fully control the GL state changes. That''s a good point as well as a bad point.
I don''t understand this one... looks like it can do everything I need to do in the fragment pipe. Can you please explain me what do you mean?
quote:The good point is that Cg handles everything for you (well, almost everything ). The bad point is that you can''t fully optimize your engine since you don''t know which GL calls are performed inside the Cg functions.
Ack. This is a very unfortunate thing. Maybe CgFX helps here but for now I really need to parse out the Cg shader to understand what''s going on (for example, separate multiple passes, set up texcoords accordingly and so on).
Looks like in a totally data-driven world Cg takes a lot of time to fully integrate in a scalable technology.
For simple programs I must say it''s a definite step over ARB_vp and ARB_fp. If you have only register combiners that there''s a real gain anyway (I wasn''t able to get nvParse anyway ).