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vp.cg and fp.cg files on RPG demo

Hi:

 

Looking for other problem I enter on the RPG game sample and notice the cg files =), intersting about them its they are NVidia CG files and I tried to compile my owns and of course they did on PSM. My question is..could be benefical to use them than vcg/fcg? I think the answer is no but.. some test it?

 

Cheers,

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Re: vp.cg and fp.cg files on RPG demo

Hi Alex,

Are you referring to using a .cgx (CG) directly instead of separating them into vertex and fragment shader files? If so, then yes, this can be done instead.

- James
PlayStation®Mobile Dev Team
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Re: vp.cg and fp.cg files on RPG demo

Hi James:

 

Thanks for the answer, good to know but I was talking that inside RpgDemo\shaders\cbasic exist the extension .fp.cg or .vp.cg as separated shader files but wiht double dot extension, so now imagine that the builder don't take into account the file extension when compiling....could that be?

 

Cheers,

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Re: vp.cg and fp.cg files on RPG demo

If your shaders are given the extension .vcg and .fcg, then at runtime these will be binary converted into one .cgx file. If you name your shaders as .vp.cg and.fp.cg, then these will be converted into separate vp.cgx and fp.cgx files respectively.
PlayStation®Mobile Dev Team
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Re: vp.cg and fp.cg files on RPG demo

Hi:

 

Excellent!! Thanks a lot for the answer!!! With this in mind someone could create a material manager...combining them in the manner they want...nice...

@jamesnorman91 As always thanks a lot again =).

 

Cheer,s

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