Actually, I was hoping to use Cg because it is portable (apparently).
Yes I did see that link, but it didn''t look very serious, but once you take a proper look it''s much better , thanks.
Is there an online version of the "Orange Book"?
Red Sodium
Shaders 101
quote:That''s why my ass is laughed off.
Did you see where the hyperlink links to?
You should never let your fears become the boundaries of your dreams.
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You''re Welcome,
Rick Wong
- Google | Google for GameDev.net | GameDev.net''s DirectX FAQ. (not as cool as the Graphics and Theory FAQ)
quote:Original post by red_sodium
Actually, I was hoping to use Cg because it is portable (apparently).
HLSL, Cg, and glslang are all nearly identical. It''s not going to take much extra effort to go from one to the other.
HLSL and CG are very similar. GLSlang is somewhat different, although it applies to the same problem domain, and thus share a number of design traits.
I found that downloading the NVIDIA SDK and the RenderMonkey and the DirectX SDK and picking apart their different samples taught me everything I needed to know about shader implementation. Growing up on the POV-Ray shader description language taught me everything I know about what I actually want the shaders to do (which is a distinctly separate skill!)
I found that downloading the NVIDIA SDK and the RenderMonkey and the DirectX SDK and picking apart their different samples taught me everything I needed to know about shader implementation. Growing up on the POV-Ray shader description language taught me everything I know about what I actually want the shaders to do (which is a distinctly separate skill!)
quote:Original post by red_sodium
Is there an online version of the "Orange Book"?
Nope, its a very new book (only been out like 2months or so)
a rendermonkey version with GLSL support is out, already; a link was posted some days ago.
the orange book is a must have; go out and buy it, if you don''t have it already.
DJSnow
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