BHRE使用OpenGL作為底層圖形API,采用CG作為Shader開發語言,在場景組織和狀態管理的基本數據結構基礎上,研發了包括一系列面向三維游戲、仿真模擬、漫游展示等實時三維圖形應用的功能。
* Features
o 基本3DS模型載入
o 視點運動
o 對象運動
o 裁減算法
o 天空盒
o 大規模地形
o 三維聲音
o 碰撞檢測
o 霧效果
o 多光源效果
o 基于GPU的水波特效
o Video紋理
o LOD 閱讀全文
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HOWTO: Write a Summer of Code application | drupal.org #再看看Nvidia到底怎么說的:太惡心了,就是說原來如果你用了很好實現的CgFx,現在對不起,不能用了。所以我看到的早期的使用cg1.2的nebula2都封裝了CGFX,但是到了1.4不知道為什么,發布的CG_tookit里邊卻去掉了這個CGFX的運行庫。nebula2新的版本也去掉了CGFX,只剩下D3DShader的支持。
- Applications and effects that used previous versions of CgFX will require modification.Applications that use CgFX will have to be modified to use the new CgFX API. If the supplied OpenGL state manager for CgFX is used, the effect files themselves must be modified. The effects must be changed to use OpenGL state assignments, rather than the D3D state assignments supported in prior versions of CgFX. A subsequent release of Cg will provide D3D and cross-platform state managers for CgFX.
- CgFX has been redesigned and re-implemented. As noted above, existing applications that use CgFX must be modified if the new API is to be used. In addition, if you wish to use the supplied “native” OpenGL state manager, which assumes that OpenGL-style state names and vales are used in effects, existing effects must be modified to use OpenGL-style states. See the “Introduction to CgFX” chapter in the Cg Users Manual for more details. If you have questions or problems related to porting existing CgFX applications, please contact NVIDIA developer relations.
上邊這段話最后說如果有問題,聯系Nvidia developer relations。我想一想也沒有辦法了,去問wj大牛都不知道怎么回事兒,那只好去問一下了,結果到了nvidia developer網站上也差不到可以直接問誰,還填了一張表注冊了一個用戶,現在還沒有被批下來。最后實在等不及了,去論壇上問吧。下面幾個地址,沒準兒有熟知cg的人可以答復一下.http://www.gamedev.net/community/forums/topic.asp?topic_id=389475
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http://www.smth.org/bbscon.php?bid=50&id=43518
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http://www.smth.org/bbscon.php?bid=197&id=50169
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http://forums.nvidia.com/index.php?showtopic=13875
CgFX beta support for DirectX 8, DirectX 9, and OpenGL
Cg Effects Explained document?
CgFX beta support for DirectX 8, DirectX 9, and OpenGL
Complete rewrite of CgFX, including an API integrated with the Cg runtime API, support for extensible, cross-platform graphics state management, and support for unsized arrays and interfaces.
Cg 1.3 and 1.4 style Effects files supported
- CgFXCreateEffect,CgFXCreateEffectFromFileA,CgFXCreateEffectCompiler,CgFXCreateEffectCompilerFromFileA
- CgFXSetDevice,CgFXFreeDevice
- CGFXHANDLE GetTechnique(UINT index);CGFXHANDLE GetTechniqueByName(LPCSTR name);
- CGFXHANDLE GetPass(CGFXHANDLE technique, UINT index);CGFXHANDLE GetPassByName(CGFXHANDLE technique, LPCSTR name);
- CGFXHANDLE GetParameter(CGFXHANDLE parent, UINT index);
- CGFXHANDLE GetParameterByName(CGFXHANDLE parent, LPCSTR name);
- CGFXHANDLE GetParameterBySemantic(CGFXHANDLE parent, LPCSTR name);
- CGFXHANDLE GetParameterElement(CGFXHANDLE parent, UINT element);
- HRESULT FindNextValidTechnique(CGFXHANDLE hTechnique,CGFXHANDLE *pTechnique);
- HRESULT SetTechnique(CGFXHANDLE pTechnique);CGFXHANDLE GetCurrentTechnique();
- HRESULT Begin(UINT* pPasses, DWORD Flags);HRESULT Pass(UINT passNum);HRESULT End();
- HRESULT CloneEffect(ICgFXEffect** ppNewEffect);
- HRESULT GetDevice(LPVOID* ppDevice);
- HRESULT OnLostDevice();
- HRESULT OnResetDevice();
shade 學習筆記( 3 )- cg openGL runtime library
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2006-4-22