Timeline for GLSL to Cg fragment shader
Current License: CC BY-SA 3.0
6 events
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Jul 11, 2014 at 14:14 | comment | added | rdb |
I should note that using cgc is not a substitution for proper use of the Cg Runtime's error checking API. All that cgc does can be done (and should be done) using simple API calls such as cgGetLastListing . It was merely a convenient way for me to see which errors it would produce, which would have equally been printed by a call to cgGetLastListing .
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Jul 11, 2014 at 14:11 | vote | accept | Ety | ||
Jul 11, 2014 at 14:11 | comment | added | Ety | Aye Sir... You are totally right. The shader seems to compile fine now but the program keeps crashing for some reason. I will look this "cgc" command up to help me debug in the future. Thanks again | |
Jul 11, 2014 at 14:03 | comment | added | rdb |
Yes, I compiled the second shader, the Cg one. The second shader still contains one mention of texture2D as well as a mention of tex2D .
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Jul 11, 2014 at 14:01 | comment | added | Ety | Thanks, I didn't know the command line method - but did you really compile the SECOND shader? The second is my Cg try, the first is the original GLSL. I have already put tex2D. The program crashes before it can display any error :( | |
Jul 11, 2014 at 13:52 | history | answered | rdb | CC BY-SA 3.0 |