Jump to content
  • Advertisement
Sign in to follow this  

Cg interfaces.

This topic is 4164 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

I currently have a shader/material model that loads shaders from DLLs, and CgFx files, where each shader creates a seperate effect. I have been looking into Cg interface's and it seems like all shading could be done easily with a single composite shader that passes an input struct through a series of interfaces, for each type of effect to be applied. Then for each interface I implement a version which applies the effect (light mapping, texture, normal map, displacement map, etc etc), and a version that just passes straight through. Then all effects can be created using a single CgFx program and binding either the pass through or the effect to each interface. I just have a few questions about this approach: Is the Cg compiler good enough to completely optimize out a pass through version of an interface? Has anyone implemented shaders like this and had good results? Am I missing something that will stop this approach from being able to handle all types of effects? Is there any reason why this approach would be less efficient than using a different shader for each effect? Thanks!

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!