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Timeline for GLSL to Cg fragment shader

Current License: CC BY-SA 3.0

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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.
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.
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