Don't know if anyone knows about it, but here's a really nice shader designer and compiler:
http://developer.nvidia.com/object/cg_toolkit.html
It permits with one coding to compile for basically all compatibillity and can even be integrated in any c++ language to allow compile on runtime. Anyhow, I think some of you *hrum, water* might like it ^^
Cg language
im voting for integrating CG into irrlicht 
HLSL sucks because it cannot run in OpenGL
GLSL sucks because it cannot run in DX
=> CG rules
its useless to be able to use OpenGL or HLSL when my shaders only work in one of them.
HLSL sucks because it cannot run in OpenGL
GLSL sucks because it cannot run in DX
=> CG rules
its useless to be able to use OpenGL or HLSL when my shaders only work in one of them.
If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot it becomes the teapot.
Now, water can flow or it can crash. Be water my friend.
Now, water can flow or it can crash. Be water my friend.
or write your code in cg and use cg.exe to automatically make the assembly for both dx and opengl shaders. The runtime part of cg is very poor and bloats excutables and since its another api, you really dont know whats happening(like cg doing extra state changes which are slow without you telling it).
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p