Jump to content
  • Advertisement
Sign in to follow this  
dnaxx

OpenGL OGSL vs. CG

This topic is 4615 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello, I hope that this issue wasn't discussed to often (at least, I did not find something). I want to integrate shaders into my OpenGL App. Now I have the choice between OGSL and CG. What of those would you recommend? greetings,

Share this post


Link to post
Share on other sites
Advertisement
Personally, I'm a fan of GLSL, however it depends on your target specs.

If you are targetting recent hardware with DX9 class hardware GLSL is the way forward, if you want to include pre-GFFX hardware from NV then Cg will let you work with them.

Share this post


Link to post
Share on other sites
Cg can support all shader levels on NV cards, but only the basic arbvp1 and arbfp1 on ATI cards. You have to use GLSL to access Shader 2.0+ features universally in OGL. Conversely, GLSL can't be used on cards that are less than Shader 2, so you have to use arbvp1 and arbfp1, through Cg or directly.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!