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RandomAxess

OGL Shader Language vs Cg

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So i''ve been recently trying to do shadow mapping, shadow volumes, and soon want to do things like blurring, per-pixel lighting, bump mapping, etc. Anyway, I was wondering what people thought would be better to use: Cg or OGL Shader Language. Cg requires that you have the Cg runtime, but it looks like it might be a touch easier to implement? Anyway, I was wondering what people thought on the subject. thanks ahead of time.

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if you want your code to work on more than DX9 class parts, Cg is the way you want to go.
If you''re not bothered about pre-DX9 class hardware then flip a coin tbh

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Guest Anonymous Poster
Isn''t Cg mostly optimised for Nvidia cards ?

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It''s certainly possible, but I haven''t seen much evidence of that going on. Allowing for hand-coded assembly fallback shaders may be worthwhile.

"Without deviation, progress itself is impossible." -- Frank Zappa

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