Yeah, some of them are very dodgy. Some of them use the older depreceated interface, ideally you should be overloading the glBind, glUnBind and glGeometry methods. I think the other files needed (for the NV ones anyway) are available within the NV SDK available from www.nvidia.com
Hmmmm , seems like Alias is a little disorganized on this one .
bit of an understatement 
I am new to the HLSL / cgfx shader world . Do you think that that the *_NV20 examples should work with current implementations of Cg1.2 ?
well, i code my stuff directly in vertex & shader programs, no real reason, thats just me 
I just use glew to initialise the openGL extensions, which i do within initializePlugin(). I see no reason why you could not initialize Cg in the same way.
The texture problem is basically my main nasty gripe at the moment. I’ll try and send you my basic code for a Hw Shader (really basic ambient, diffuse, specular openGL 1.1 implimentation). I’d look to using the MTexture and MTextureCache though to make the shader perform a little better (study the devkit examples).
I’m not a fan of the devkit examples tbh, very few give you any real insight into how to do it properly. Also, having to connect the shader to the hardwareShader attribute of a surface material seems a bit counter-intuitive to me. It’s also very annoying that the shader only displays when you have texturing enabled…
ps. I’m slowly starting to hate HwShaders. I don’t think anyone at alias has actually tested the interface under linux, i can’t get any of the devkit examples to work, and am quickly coming to the conclusion that it might actually be totally broken under linux… 