yes they are supported and widely used, but they wont be getting any upgrades, thats the problem with them.
If you are using Cg to target NV cards then you dont have a problem, NV release new extensions to take advantage of new hardware features, but ATI are going the GLSL route and as such that will be where all the benfit comes from.
(for example, i'm pretty certain that the ARB extension cant perform texture reads in vertex programs, NV's extensions can and so can the GLSL, so already we are seeing a gap developing).
Cg vs GLSL
What about dynamic branching? If cg shaders on nvidia cards compile down to ARB fp/vp how do they handle conditions?
thanks
-Dan
thanks
-Dan
Always avoid if/else statements in shaders. They will dramatically reduce performance. That's my experience.
You can always use the arb profiles with Cg and generate ARB_fragment_program or ARB_vertex_program code. Checking nVidia's site I found out that you can use MRT with the arb profiles. I don't know about branching and vertex shader texture sampling, and I don't really care, as I'm using GLSL as well.
Quote:Always avoid if/else statements in shaders. They will dramatically reduce performance. That's my experience.Static branching won't. And that's a very helpfull feature for shader management :)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement