GLSL

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Post Reply

Which shader solution would you prefer?

Cg
8
38%
GLSL
13
62%
 
Total votes: 21

William Finlayson
Posts: 61
Joined: Mon Oct 25, 2004 12:11 am

GLSL

Post by William Finlayson »

There seems to be talk of getting high-level OpenGL shader support through Cg. Why not use the official GLslang extensions instead? It looks like it could be integrated into the Irrlicht API in the same way as HLSL. Even setting parameters by name. It will also work with ATI cards, and means that the Cg libraries wouldn't need to be added to Irrlicht. It seems like a much better solution to me, especially as it is officially part of OpenGL.

I would do this myself, but my ancient graphics card has no support for GLSL, here is a great tutorial on it though:

http://www.lighthouse3d.com/opengl/glsl/

It really shouldn't be difficult to add, and probably wouldn't need any API changes to Irrlicht, if someone could have a go at implementing it and save Niko the work, that would be great.
Last edited by William Finlayson on Mon Feb 21, 2005 11:26 pm, edited 1 time in total.
Jedive
Posts: 146
Joined: Wed Apr 28, 2004 5:51 pm

Post by Jedive »

GLSL gets my vote over Cg :D
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

i have a friend that uses them a lot :)

my card wont eat the demos u coders will make, but that's not an argument, i'll buy a new card...some day....
Finally making games again!
http://www.konekogames.com
Joe_Oliveri
Posts: 448
Joined: Tue Oct 05, 2004 3:24 am
Location: Boston, MA

Post by Joe_Oliveri »

GLSL is the only way to get the fully function set of OpenGL 2.0 so I think both Cg and GLSL should be included however I voted for GLSL.
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
niko
Site Admin
Posts: 1759
Joined: Fri Aug 22, 2003 4:44 am
Location: Vienna, Austria
Contact:

Post by niko »

Hm, I didn't think about Cg vs. GLSL when I wrote 'Cg support is planned' on the front page. I think before implementing one of them, I'll check out which one will fit better. As D3D fan, I don't have any experience with both of them :)
But after reading this, it looks like GLSL support should be favoured over Cg.
Joe_Oliveri
Posts: 448
Joined: Tue Oct 05, 2004 3:24 am
Location: Boston, MA

Post by Joe_Oliveri »

GLSL is rather new so it should be good. I haven't played around with it my self. Only read a few documents on it. :)
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Murphy
Posts: 290
Joined: Mon Dec 13, 2004 12:06 am
Location: United States
Contact:

Post by Murphy »

Cg would have the theoretical advantage of letting you write a shader and run it under both Direct3D and OpenGL.

Regardless, I'd be interested in implementing GLSL in Irrlicht, except that my card is a GeForce3 Ti500 -- no GL_ARB_fragment_shader. :(
Joe_Oliveri
Posts: 448
Joined: Tue Oct 05, 2004 3:24 am
Location: Boston, MA

Post by Joe_Oliveri »

Where do he cards start with this? Geforce FX or Geforce 4?
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Murphy
Posts: 290
Joined: Mon Dec 13, 2004 12:06 am
Location: United States
Contact:

Post by Murphy »

I think the first nVidia card to support GL_ARB_fragment_shader was the FX.
Joe_Oliveri
Posts: 448
Joined: Tue Oct 05, 2004 3:24 am
Location: Boston, MA

Post by Joe_Oliveri »

Thats what I thought, Just thought I should ask. Thats next on my list. :D
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Post Reply