If anyone has some concrete information on performace differences between HLSL and CGFX in Maya I would really apreciate it. Currently I have been developing shaders hand coded in HLSL for Maya because I had some bad experiences with scene corruption with CGFX from the Mental Mill beta a few years ago. Any news on the current state of these things?
I have found the HLSL Reference on MSDN increadibly helpful (
http://msdn.microsoft.com/en-us/library/ee418346(VS.85).aspx ) - is there a similar reference for CGFX? I haven't had luck digging one up.
I know Maya's not the best target for development, but its what I use and I'm very forgiving.
Replies
http://developer.nvidia.com/page/cg_main.html
It has the advantage of being able to load hdr textures, other than that: it sucks.
(no reload button, weird connections name, doesn't support UIname, no custom matrix input, no integer slider etc)
cheers
lcShader.cgfx
And i just noticed that maya doesn't load default parameters of UI defined as half
dont worry, i didnt pick up the 'half' thing from you - i was under the incorrect? impression that GPU's did most of their internal calculations in half and that it was a best practices optimization - but it doesnt really make a difference for Maya shader dev.
EDIT: I spoke too soon - UI doesnt seem related to the above so much as to how i was loading my shaders
I was loading them using a custom mel script to create and link the files - doing it by hand creates the correct UI.
I'm interested in being able to throw away the geometry surface normal data and use 'hard' surface normals - no matter the input
The normal is related to the surrounding geometry and is generated by a cpu process, something you can't do with the parallel/local nature of vertex shaders.