There is no conditional branches in pixel shaders on NV30. R300 has Sin/Cos. Only thing NV30 has extra is the derivatives.
Secondly, RenderMonkey is just a IDE for editing a high level scripting language in XML Format that represents the composed script actions. It is no different than Photoshop's ability to create an enormousl number of effects by composing simple action scripts. Apply convolution, do histogram, run warp, crop, blend layer, etc.
So RenderMonkey *IS* a programming language, it's just a really high level one with an IDE to generate the script code. RenderMonkey then takes the XML language representation of this script and generates DX9 HLSL or OpenGL HLSL. It is no different than Cg in this regard, since Cg will also generate either DX9 or OpenGL compliant execution code.
Where RenderMonkey falls down flat is that it is only a prototyping tool. There will be things you simply can't do in their high level XML batch language that you can do by writing shaders directly, since it is a declarative language instead of a procedural one.
RenderMonkey is really just an artist tool, and may be useful for artists to prototype effects, but when it comes time for Tim Sweeney or John Carmack to include the effect in their game, they will probably hand code it in HLSL.
Still, it's hypocritical for the ATI fanboys to defend it on one hand, and attack NVidia on the other.
Finally, I still assert that DX9 is not a isomorphism to the R300's feature set.
Secondly, RenderMonkey is just a IDE for editing a high level scripting language in XML Format that represents the composed script actions. It is no different than Photoshop's ability to create an enormousl number of effects by composing simple action scripts. Apply convolution, do histogram, run warp, crop, blend layer, etc.
So RenderMonkey *IS* a programming language, it's just a really high level one with an IDE to generate the script code. RenderMonkey then takes the XML language representation of this script and generates DX9 HLSL or OpenGL HLSL. It is no different than Cg in this regard, since Cg will also generate either DX9 or OpenGL compliant execution code.
Where RenderMonkey falls down flat is that it is only a prototyping tool. There will be things you simply can't do in their high level XML batch language that you can do by writing shaders directly, since it is a declarative language instead of a procedural one.
RenderMonkey is really just an artist tool, and may be useful for artists to prototype effects, but when it comes time for Tim Sweeney or John Carmack to include the effect in their game, they will probably hand code it in HLSL.
Still, it's hypocritical for the ATI fanboys to defend it on one hand, and attack NVidia on the other.
Finally, I still assert that DX9 is not a isomorphism to the R300's feature set.