I have been trying to use an existing library that automatically generates shaders (Hydrax plugin for Ogre3D). These shaders are used to render water and somewhat involved, but are not extremely ...
So, I'm making the painful move from my beloved XNA to OpenTK, and I'm stuck: Since I've got a LOT of existing shaders written in HLSL, NVidia's CG compiler seems like a natural way to minimize the ...
I've started writing an Effect class which uses Cg shaders in OpenGL and I'm a bit confused about the order of operations when creating and rendering using Cg. Currently, my Effect class contains ...
There's a lot of learning material in the DirectX world that uses .fx files to manage shaders, and .fx seems to be well integrated with 3D packages such as Maya and 3D Studio Max What do larger ...