Again, while defending your position you always miss my points. I understand you perfectly and I also started as a programmer. I learned programming languages very fast and loved to code.

But this is not what I am talking about. When creating a game that earns you only a couple thousand dollars, you have to speed developing at every corner. So it is better to use ready-to-use shaders and to use tools that are fast and responsive, deliver real-time feedback and publish to different platforms (not only Windows, even when your CG=HLSL definition says otherwise, the entire product often has to be ported).

Also a shader is not the same on another rendering hardware, especially when you switch to consoles or mobile devices. I know that from the Vision manuals, that there are some special conditions when you release a product to the Wii, iOS or other platforms.


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