- Cg Toolkit
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1. Cg Toolkit Release Notes. The Cg Toolkit allows developers to write and run Cg programs using a wide variety of ... (CG_OBJECT) program parameters ...
- The Cg Tutorial: Chapter 1. Introduction | NVIDIA Developer Zone
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20 Apr 2011 ... 1.1.1 A Language for Programming Graphics Hardware ... Think of a Cg program as a detailed recipe for how to render an object by using ...... The toolkit exposes user-interface hooks to host applications, so that CgFX-aware ...
- directx live object reports - NVIDIA Developer Forums
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I compiled every sample program comes with cg toolkit however there are always alive ... however at the and there are similar alive objects which (I believe) belongs to CG .... QUOTE (afraidofdark @ Dec 1 2010, 01:32 PM) * ...
- Cg Toolkit Archive | NVIDIA Developer Zone
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Previous Versions. The following legacy versions of the Cg Toolkit are available for supporting older applications. ... Cg Toolkit 1.5 Beta 1 · Cg Toolkit 1.4.1 ...
- The Cg Tutorial: Chapter 1. Introduction
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1.1.1 A Language for Programming Graphics Hardware ... Think of a Cg program as a detailed recipe for how to render an object by using programmable ...... The toolkit exposes user-interface hooks to host applications, so that CgFX-aware ...
- CUDA Toolkit 3.1 Downloads | NVIDIA Developer Zone
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For the latest releases see the CUDA Toolkit and GPU Computing SDK ... *New* Updated versions of the CUDA C Programming Guide (Version 3.1.1) and the ...
- Cg Toolkit | NVIDIA Developer Zone
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The award-winning Cg Toolkit enables software developers to add the latest ... API created parameters to precompiled (CG_OBJECT) program parameters ...
- The Cg Tutorial: Chapter 3. Parameters, Textures, and Expressions ...
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30 Jan 2011 ... The C3E1v_anyColor vertex program in Example 3-1 provides a constantColor .... A sampler in Cg refers to an external object that Cg can sample, such as a texture. ..... The Cg Toolkit User's Manual: A Developer's Guide to ...
- The Cg Tutorial: Chapter 4. Transformations | NVIDIA Developer Zone
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25 Jan 2011 ... This chapter explains how to implement conventional 3D transformations to render 3D objects. Figure 4-1 illustrates the conventional ...
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