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Messages - JeGX

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3D-Tech News Around The Web / Re: NVIDIA GeForce driver 376.19
« on: December 06, 2016, 05:20:46 PM »

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 06, 2016, 10:16:26 AM »
But unfortunately I'm working with a GNU/Linux build of GeeXLab.

I will try to compile the DLLs for Linux asap.

If you only need to store data in the render target, no need to bind the render target texture. The shader will automatically write on the render target texture. You have to bind the render target texture later when you will read it in a shader:

Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)

-- frame --
-- Render some stuff in the render target

-- Now read from the render target texture
local col_tex_unit = 0
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)

The reference guide is not up to date. There is another function that binds a particular render target texture when you create a render target with several color targets.

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 05, 2016, 03:15:24 PM »
I updated the GeeXLab core DLLs with new pixels formats for the render targets:
Code: [Select]
PF_UI32_R = 13
PF_UI32_RG = 14
PF_UI32_RGBA = 15
PF_I32_R = 16
PF_I32_RG = 17
PF_I32_RGBA = 18
PF_UI16_R = 19
PF_UI16_RG = 20
PF_UI16_RGBA = 21
PF_I16_R = 22
PF_I16_RG = 23
PF_I16_RGBA = 24
PF_UI8_R = 25
PF_UI8_RG = 26
PF_UI8_RGBA = 27
PF_I8_R = 28
PF_I8_RG = 29
PF_I8_RGBA = 30

You can downloads the DLLs from this link:

Just copy these DLLs in GeeXLab folder. These DLLs work with GeeXLab 0.13.0 for Windows.

I didn't test these new PFs so let me know.

English forum / Re: List of pixel formats for render target in GeeXLab
« on: December 05, 2016, 01:42:04 PM »
Currently, all pixel formats supported for the render targets are:

Code: [Select]
PF_U8_RGB = 1
PF_U8_BGR = 2
PF_U8_RGBA = 3
PF_U8_BGRA = 4

PF_F32_RGB = 5
PF_F32_RGBA = 6

PF_F32_R = 7

PF_F16_RGB = 8
PF_F16_RGBA = 9
PF_F16_R = 10

Let me know what pixel formats you need (like RG16UI) and I will try to update GeeXLab (Windows version) asap.


Thanks Stefan, I will try it asap.

Recently we introduced the VK_NVX_device_generated_commands (DGC) Vulkan extension, which allows rendering commands to be generated entirely on the GPU.

Earlier this week, we added support for VK_NVX_device_generated_commands to our Windows and Linux release drivers.

Today we are releasing the ‘BasicDeviceGeneratedCommandsVk’ SDK GameWorks sample. We highly recommend reading the introductory Vulkan Device-Generated Commands article in addition to this blog post.

VK_NVX_device_generated_commands is available in R376.09.

- Driver and New Sample for VK_NVX_device_generated_commands
- Vulkan Device-Generated Commands
- BasicDeviceGeneratedCommandsVk sample @ github

Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to schedule tasks asynchronously, which can enable higher GPU utilization with relatively little effort.


Third article: Drawing Simple Graphics on a RGB LED Matrix Panel with a Raspberry Pi and GeeXLab

n previous articles (HERE and HERE), we have talked about the RGB LED matrix panel as well as the RGB Matrix HAT which is the hardware interface between the LED panel and the Raspberry Pi. Today we will cover how to draw simple graphics on the LED panel.


English forum / Re: GeeXLab SDK ?
« on: November 27, 2016, 10:25:50 AM »
I just now realized how this version of GeeXLab is different from last one i used :o Too low-level for me, seams like i can't create simple scene no more. Sad day for me.

Here is a simple rendering code in a FRAME script:

Code: [Select]
gh_object.set_position(torus, x, y, z)
gh_object.set_euler_angles(torus, pitch, yaw, roll)

This code is simple and at the same time offers a better control on the rendering than in previous GeeXLab. What is a simple scene for you? Maybe a simple Lua framework over GeeXLab Lua API can help you... Let me know what do you need.

English forum / Re: GeeXLab SDK ?
« on: November 27, 2016, 10:07:03 AM »

Can I buy professional version of GeeXLab ?

Currently not yet, I'm working on it. The PRO version of GeeXLab is already there, but I don't have yet defined the price / licensing model (I love flat licensing)...

Long ago there was SDK version allowing one to create and package windows application. I very much liked that feature.

There is also a SDK which allows to embed GeeXLab engine in your Windows / Linux application.  This SDK is really simple to use. But same problem than with GeeXLab PRO: price / licensing...

Second article: Adafruit RGB Matrix HAT: the Raspberry Pi can talk with the RGB LED Matrix Panel

Here the second article (first one is HERE) about how to render real time 3D stuff on a RGB LED matrix panel with a Raspberry Pi. In this article, we’ll look at the hardware interface between the Raspberry Pi and the RGB LED matrix display: the RGB Matrix HAT.


English forum / Re: Shadertoy multipass demos
« on: November 25, 2016, 06:42:39 PM »
More tests, need more help  :-[


Ok, I looked at the neon clock demo and you have forgot (in file frame_user.lua) to update the iFrame uniform variable of the shadertoy_prog_img GPU program:

Code: [Select]
if ((img > 0) and (shadertoy_prog_img > 0)) then


  gh_gpu_program.uniform3f(shadertoy_prog_img, "iResolution", winW, winH, 0.0)
  gh_gpu_program.uniform1f(shadertoy_prog_img, "iGlobalTime", elapsed_time)
  gh_gpu_program.uniform4f(shadertoy_prog_img, "iMouse", mx, my, mz, 0)
  local timestamp = os.time()
  local tmp ="*t", timestamp)
  local time_seconds = tmp.hour * 3600.0 + tmp.min * 60.0 + tmp.sec
  gh_gpu_program.uniform4f(shadertoy_prog_img, "iDate", tmp.year, tmp.month,, time_seconds)
  gh_texture.rt_color_bind(buf_A, 0)
  gh_gpu_program.uniform1i(shadertoy_prog_img, "iChannel0", 0)
  gh_gpu_program.uniform1i(shadertoy_prog_img, "iFrame", frame)
  draw_quad(0, 0, winW, winH) 

Thanks to that line, the demo works perfectly:

I added this demo to the code sample pack. Thanks Stefan for the porting  ;)

3D-Tech News Around The Web / Vulkan API specifications 1.0.34 released
« on: November 25, 2016, 05:51:30 PM »
Change log for November 18, 2016 Vulkan 1.0.34 spec update:

 * Bump API patch number and header version number to 34 for this update.

Github Issues:

  * Allow vkUpdateDescriptorSets overflow to skip empty bindings. Clarify
    that unused bindings have a descriptorCount of zero. Improve some valid
    usage for vkUpdateDescriptorSets (public issue 256).
  * Require that slink:VkImageSubresourceRange always define a non-empty
    range of the resource (public issue 303).
  * Added valid usage for slink:VkPresentInfoKHR on the layout of presented
    images (public issue 397).

Internal Issues:

  * Add dependency in src/spec/Makefile so specversion.txt is regenerated
    when needed (internal issue 462).
  * Shorten the table of contents in the single-page ref page HTML output.
    Still working on the PDF (internal issue 536).


English forum / Logitech G and RGB LED Illumination: the mouse
« on: November 25, 2016, 08:13:48 AM »
I tested the LED lighting functions with the Logitech G Proteus Spectrum gaming mouse.


As a PBF solver FleX can't directly compete with a specialized FLIP one like Cataclysm when it comes to simulating hundreds of thousands of fluid particles in real-time, but it was never meant to do such large-scale simulations by design. FleX is a different type of solver, it can model not only liquids but solids, cloth and soft bodies (hence the term: "unified"). It also supports phase changes between different material types, which means you can take a mesh, turn it into liquid, freeze the liquid and vaporize it, for example.

In the role of a fluid solver, FleX is free to use, runs on any consumer-grade GPU newer than GTX 650, requires no simulation domes to be set up or voxel resolutions to be calculated, can be easily integrated into pretty much any game engine or DCC, produces very high-quality results and is FAST (again: for a PBF solver). To me it looks like sort of a middle-ground solution for small or medium-scale simulations.


18 is an interactive calculator for matrices.


3D-Tech News Around The Web / A practical guide to securing macOS
« on: November 24, 2016, 05:52:28 PM »
This is a collection of thoughts on securing a modern Apple Mac computer using macOS (formerly "OS X") 10.12 "Sierra", as well as steps to improving online privacy.

This guide is targeted to “power users” who wish to adopt enterprise-standard security, but is also suitable for novice users with an interest in improving their privacy and security on a Mac.

There is no security silver bullet. A system is only as secure as its administrator is capable of making it.


Our productivity tremendously depends on the tools we use. One of the fundamental tools for the software developers, researchers and analysts is the programming language. There are no silver bullets, each language fits the best for the specific purpose. Sometime it’s critical to prototype fast and we often use Python, but when it comes to the performance then C/C++ is the standard choice.
The Open Source movement significantly accelerated evolution and capabilities of the software ecosystems. It was literally impossible to build a full-fledged operational system within one-two yeas no so long ago. You can argue that Linux did it, but Linux was only a kernel that uses GNU ecosystem being developed many years before. In contrary, Redox OS appeared in the end of 2015 being developed using Rust language ecosystem and become probably the most secure existing OS. This is an excellent example of how the language selection impacts the project destiny (execution speed, reliability, security, development community, etc.).


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