[quote=“anarchotron,post:3,topic:24073”]
I disagree.
GLSL is not used as much as Cg and HLSL, but that doesn’t say anything about the language or the API. GLSL is also well documented, the language and API specs are very well written. As for help, questions (e.g. in forums) are rarely related to the language or the API (both are very simple in all three slangs). They have more to do with shading techniques, which apply equally well to all three of them (porting a Cg or HLSL shader to GLSL is easy).
[quote=“anarchotron,post:3,topic:24073”]
I agree.
But the ARB is already working on an FX framework for GLSL. I’m not sure of its status, but it will be done. I’m also not sure of its usefulness. I’ve never used an FX framework, but I’ve heard about certain bugs and limitations that make your life harder. A custom framework can be a lot more versatile and better integrated with your engine (e.g. expose or not expose anything you like). With scripting, it can be more powerful too. Yeah, it’s a lot of code and work though. 
[quote=“anarchotron,post:3,topic:24073”]
I disagree.
For NV cards, the functionality is already there. Check out NVShaderPerf (for performance metrics) and NVEmulate (for assembly output and emulation modes). You may also use the Cg compiler to compile GLSL shaders (actually, the NV driver does this internally too).
[quote=“anarchotron,post:3,topic:24073”]
Hmmm.
I never had performance problems with NV cards. I’ve been actually impressed many times by the driver’s assembly output, it’s doing some crazy optimizations. With ATI cards, hitting software mode is easy but the driver is getting better and better. Also, when everything’s fine, performance is reasonable.
I was skeptic in the past, but in the end it’s just like Java, you’ve got to let go and trust the compiler. A newer driver may boost your performance with no effort and that doesn’t apply to Cg & HLSL. Even if you’re sure the compiler is being stupid with a particular shader, you can always replace it with a hand-written low-level shader (but that needs a more general renderer).
[quote=“anarchotron,post:3,topic:24073”]
I agree that HLSL is moving faster. But that’s also true for DX vs OpenGL in general.
A couple of facts for Cg: NVIDIA is actually not recommending Cg for DX. For OpenGL, I’ve noticed a general lack of progress after GLSL was released, but Sony’s slang choice for PS3 was Cg, so that may improve things.
Nevertheless, Cg still doesn’t have the cross-platform advantage of GLSL. Cg will never manage to produce good low-level code for ATI or 3DLabs cards. They just don’t know the hardware. GLSL has a decent language, a good API, an FX framework will be done, additional language features will be added in the future (I particularly like Cg’s interfaces) and it is the standard. I agree, it is too young right now, but I see no strong reason to switch to Cg. If your target is to release your engine/game in, say, a year from now, my advice is this: Stick to GLSL.