nVidia Cg Language..
by Melv May · in Torque Game Engine · 06/13/2002 (6:53 am) · 8 replies
Thought I would highlight an interesting technology just up on the nVidia sites.
"Cg Language"
www.nvidia.com
- Melv.
"Cg Language"
www.nvidia.com
- Melv.
About the author
#2
/me cracks the whip
HA, just kidding.
Havn't seen you post in awhile.
06/13/2002 (8:55 am)
Melv back to work../me cracks the whip
HA, just kidding.
Havn't seen you post in awhile.
#3
You're correct, it was a work posting!!! :)
I'm just coming out of a busy period with work and I'm hoping I can get back to it asap.
I've downloaded this stuff and it's very powerful. I'm gonna spend this evening going through it.
- Melv.
06/13/2002 (10:28 am)
Yeah,You're correct, it was a work posting!!! :)
I'm just coming out of a busy period with work and I'm hoping I can get back to it asap.
I've downloaded this stuff and it's very powerful. I'm gonna spend this evening going through it.
- Melv.
#4
This thing is the business ....
OpenGL / DirectX support at the flick of a profile, precompiled, runtime compiled vertex / fragment shaders, C like code, cross-platform.
nVidia only at the moment though. 8(
This is the start of something beautiful. 8)
- Melv.
06/13/2002 (12:23 pm)
Oh yeah,This thing is the business ....
OpenGL / DirectX support at the flick of a profile, precompiled, runtime compiled vertex / fragment shaders, C like code, cross-platform.
nVidia only at the moment though. 8(
This is the start of something beautiful. 8)
- Melv.
#5
Seem's like this could bring shaders to the grasp of independent game developer's without a major increase team size or development time.
--Aaron
06/13/2002 (12:42 pm)
Very interesting!! I think this could be a nice step for improving game graphics. I wonder what increase in overhead there will be in comparison to asm.Seem's like this could bring shaders to the grasp of independent game developer's without a major increase team size or development time.
--Aaron
#7
09/18/2002 (12:13 am)
Downloading now, just might have to get a GF4 card after all.
#8
It wouldn't get added to a specific object but would be a core part of the engine itself and objects such as this would utilise it's functionality.
I've not done any work in the area of shaders in Torque lately though. I *have* been thrasing Cg and I must say that I like it very much.
The DirectX side of things is a bitch but that just because DirectX is ... well ... a bitch (powerful but messy and awkward). The OpenGL side is much better but fragment support is only just coming along now.
- Melv.
09/18/2002 (8:38 am)
Adrian,It wouldn't get added to a specific object but would be a core part of the engine itself and objects such as this would utilise it's functionality.
I've not done any work in the area of shaders in Torque lately though. I *have* been thrasing Cg and I must say that I like it very much.
The DirectX side of things is a bitch but that just because DirectX is ... well ... a bitch (powerful but messy and awkward). The OpenGL side is much better but fragment support is only just coming along now.
- Melv.
Torque 3D Owner Xavier "eXoDuS" Amado
Default Studio Name
I just saw this too, amazing isn't it?
I need to pray for my geforce4 to arrive though :\