No problem about the mistake, I corrected it
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Well, I tried using both materials (CgTestMaterial and HLSLTestMaterial); very annoying the ogre engine doesn't complain while starting up if the xml has a wrong format. The Cg version didn't log any error and run, but the material is transparent, even though I changed to others colors. HLSL version works good ans shows the purple color.
Besides the Cg conflict I should have, I'm sure something is wrong with OpenGL, writing that same test code in the SingleProjectedTextureFP.cg, only works when using DirectX, it crashes with OpenGL logging the same "textureMatrix" errors. Last time I tested I was running only with OpenGL (previous post). But of course, just to avoid any misunderstanding, using the original code for the SingleProjectedTextureFP.cg still crashes for both API's.
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One other question, do all the Ogre samples build and run correctly for you? I'm not sure which ones are using Cg, but have you noticed any problems?
No problems at all, I run almost every single ogre example in Release target, same binaries I'm using for the Thermite. Almost sure deferred shading and compositor examples use Cg shaders and both run perfect. I will focus first trying to make work with HLSL. Thanks for all your help.