Hi,
[quote]this (1.5) version includes OpenGL Shading Language
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AFAIK, OpenGL 1.5 does not include support for OpenGL Shading Language (high level shared programming language) as a part of its spec, but it is available as set of extensions:
[quote]In addition to additions to the classical fixed-function GL pipeline in OpenGL 1.5, the OpenGL ARB also approved a related set of ARB extensions including the OpenGL Shading Language specification and the ARB_shader_objects, ARB_vertex_shader, and ARB_fragment_shader extensions through which high-level shading language programs can be loaded and used in place of the fixed function pipeline.
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AFAIK, NVidia does not support these extensions yet, but has plans to add this. Only vendor that supports these extensions for a moment is 3DLabs. [HOPEFULLY my info is outdated!]
We are speaking about OpenGL 2.0-style shader programming exactly in favor of these extensions (ARB_shader_objects, ARB_vertex_shader, and ARB_fragment_shader), which is AVAILABLE NOW at least for some (3DLabs) graphic cards.
[quote]If so I’d also prefer these instead of Cg because I don’t want to tie my app to one graphic card manufacturer.
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[quote]Btw, Cg works for more cards than just nVidias. It can compile down to a variety of cross-vendor extensions.
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These extensions - ARB_vertex_program and others - really supported by vendors other than NVidia, so Cg will work OK also for them.
Additionally, don’t forget about passing parameters to your shader programs - this is what JOGL-CG bindings do [looks like] really nice.
Yuri