@Raven
"oh look the master of quoting is back... "
The master of quoting...I like that.
"choping up my post out of context as a tabloid would to put his point across."
Other than with that amusing typo you made at the top of a previous post you wrote where exactly did I take your arguments out of context to get my point across? At what point did I misrepresent you?
"that Shader you posted, would you like me to tell everyone where it came from or would you like to tell everyone that you copied it word for freaking word?"
I already did you bloody idiot. Don't you know how to read?
Quote: "
Ideas? Yes. A specific example in ASM? Sadly, no. I do, however, have a refraction shader in Cg that I borrowed from the Cg tutorial."
I even underlined it in my original post. Your attempts at making me look bad are really getting rather childish.
"would you like to also tell everyone why you couldn't convert it to asm for everyone to use"
Ahhh yes, the refraction code. I had almost forgot. I was hoping to go through and flex my asm shader muscle and write it out by hand but I got caught up in work and arguing with you. I suppose that if I don't post it you'll rag on me so I guess I'll "cheat" and use the Cg compiler to save time. ::sigh:: I was looking forward to a challenging exercise.

Vertex shader.
vs.1.1
def c10, 0, 1, 2, 0
;var float4 position : $vin.POSITION : POSITION : 0 : 1
;var float2 texCoord : $vin.TEXCOORD0 : TEXCOORD0 : 1 : 1
;var float3 normal : $vin.NORMAL : NORMAL : 2 : 1
;var float4 oPosition : $vout.POSITION : POSITION : 3 : 1
;var float2 oTexCoord : $vout.TEXCOORD0 : TEXCOORD0 : 4 : 1
;var float3 T : $vout.TEXCOORD1 : TEXCOORD1 : 5 : 1
;var float etaRatio : : c[0] : 6 : 1
;var float3 eyePositionW : : c[1] : 7 : 1
;var float4x4 modelViewProj : : c[2], 4 : 8 : 1
;var float4x4 modelToWorld : : c[6], 4 : 9 : 1
;const c[10] = 0 1 2 0
mov oT0.xy, v7
dp4 oPos.x, c2, v0
dp4 oPos.y, c3, v0
dp4 oPos.z, c4, v0
dp4 oPos.w, c5, v0
dp3 r0.y, c6.xyz, v3.xyz
dp3 r0.z, c7.xyz, v3.xyz
dp3 r0.w, c8.xyz, v3.xyz
dp3 r0.x, r0.yzw, r0.yzw
rsq r0.x, r0.x
mul r2.xyz, r0.x, r0.yzw
dp4 r0.x, c6, v0
dp4 r0.y, c7, v0
dp4 r0.z, c8, v0
add r1.yzw, r0.xxyz, -c1.xxyz
dp3 r0.z, -r1.yzw, r2.xyz
mad r0.y, -r0.z, r0.z, c10.y
mul r0.x, c0.x, c0.x
mad r1.x, -r0.x, r0.y, c10.y
max r0.x, r1.x, -r1.x
rsq r0.x, r0.x
rcp r0.x, r0.x
mad r0.x, c0.x, r0.z, -r0.x
mul r0.xyz, r0.x, r2.xyz
mad r0.yzw, c0.x, r1.yyzw, r0.xxyz
slt r0.x, c10.x, r1.x
mul oT1.xyz, r0.yzw, r0.x
Pixel Shader
;var float2 texCoord : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1
;var float3 T : $vin.TEXCOORD1 : TEXCOORD1 : 1 : 1
;var float4 color : $vout.COLOR : COLOR : 2 : 1
;var float transmittance : : c[0] : 3 : 1
;var sampler2D decalMap : : texunit 0 : 4 : 1
;var samplerCUBE environmentMap : : texunit 1 : 5 : 1
ps.1.1
def c1, 0.000000, 0.000000, 1.000000, -1.000000
tex t0
tex t1
mad t2.a, c0.a, c1.a, c1.b
mul r0.rgb, t1, c0.a
+ mul r1.a, t1.a, c0.a
mad r0.rgb, t2.a, t0, r0
+ mad r0.a, t2.a, t0.a, r1
"even though the Cg Compiler can achieve it, and oh whats this so can RenderMonkey"
Yes the Cg compiler can achieve this, but RenderMonkey can't. You can develop asm shaders in RenderMonkey, but sadly you can't compile them into a file. Shaders are stored in seperate XML files that need parsing. I consider it the One major flaw of the RenderMonkey design; you are unable to use the shaders you create in your own programs without a XML parser.
"Hmm go figure, but wait a minute don't you know Cg better than me to tell me about how it works and is structures "
That appears to be the case doesn't it?
"and i mean you've been using RenderMonkey for alot longer than me"
This is quite correct yes. I can't see how anyone would be under the impression otherwise what with your poor understanding of the profiles that it supports(see earlier in this thread) and the options that it supports. You did even admit earlier on that you really hadn't looked at it much remember?
" so how come you wouldn't know it could do that too?"
I think the real question is how could you "know" that it can? Have you ever converted any shaders in Cg into assembly with it? Somehow I'm pretty confident the answer to that starts with a N and ends with an O.
"oh yeah i forgot, its because your blagging like you know everything but you know jack."
No, I'm sorry but I don't know any jacks.
"Nothing within this arugment is your own,"
Really? Not even my own words? By that standard you too have nothing in this argument that is your own.
"all you've done is taken from helpfiles and such throughout the web little excerts to get your point shown"
And all you've done is throw a temper tantrum every time I showed you how utterly wrong you are. You haven't even posted a single example to back up your claims or contradict mine. You can't even take the 4 seconds it takes to cut and paste your HLSL code that allegedly doesn't work under the Cg compiler. You just run your mouth expecting hot air to subsitute for reasoned analysis. Let me give you a little hint: it won't.
"but doing what a tabloid would ... i mean christ if anyone one wants a better example your doing this all they have to do is read the post you've taken your last bunch of quotes from and see that how you've spliced up what i've said was taken to context your arugment and not what was really said."
And where did I misrepresent you? At what point did I distort your argument(and I use that word lightly)? Now it can't be too hard for you to cut and paste the section(or sections) of that last post to actually back up your claim, can it?
"unlike you i'm not sitting here trying to bullshit my way to win an arugment,"
And what do you call your repeated refusal to offer any evidence in favor of your side? If thats not bullsh*ting then I don't know what is.
"this is why i rarely if ever use quotes to further my point - because it is upto people to read the information for themselves and come across what is said"
Isn't that what I'm doing? You seem to have a big problem with me doing this but its okay for other people?
If you really believed this then why do you post at all? If what you say is true then you wouldn't and shouldn't post anything helpful at all because that would be preventing people from looking up the information themselves. If anything the only thing you would post is a link to the info and that would be that.
"I could quote your 12ways from Sunday and come up with valid arguments against you as well,"
In a pig's eye you could.
"but i don't need to becaus although you can blag what you know and fool people as i said you can't fool the compiler (that is if you even use the compiler)"
But you can apparently fool yourself pretty well what with this phantom HLSL shader that won't compile "first time" and all.
"the way i see it here all you want to do is continue to argue your point,"
How perceptive of you.
" even once i've said "fine believe what you want" which as Rob mentioned would really show you've won the argument"
An admission of defeat? From you?! Who are you and what have you done with the real Raven.
" you still wanted to push for further conflict."
And you are different from me in this how?
"if you really believed what you were saying then you wouldn't have posted again its as simple as that."
So let me get this straight. If I really believed what I was saying then I wouldn't argue with you. Is that it? If this is true then that must mean that you don't really believe what you are saying because you are continueing to argue with me as well, right? That would be the logic of it correct?
Let me get things clear with you. I believe that HLSL is basically identical to Cg and that what will compile in one will almost always compile with the other. Now I have supported what I said with numerous examples and even explained one of the small differences between Cg and HLSL.
You, on the other hand, continue to insist that they are somehow a lot different in the face of every shred of evidence to the contrary. If you want to be stubborn and not admit that you are wrong then fine. But don't ever make out like it is
I that is the ignorant one.