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Topics - JeGX

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Here is an article about how to control the opacity of the 3D window on the Raspberry Pi:

GeeXLab - english forum / Reflections in GeeXLab
« on: December 07, 2015, 11:16:01 AM »
A quick article about how to do reflections of objects (on mirror, water, etc.) in GeeXLab:

GeeXLab - english forum / GeeXLab released
« on: December 04, 2015, 07:44:16 PM »
GeeXLab for Windows is available:

Versions for other OSes will be available very soon.

GeeXLab - english forum / From GLSL Hacker to GeeXLab
« on: December 04, 2015, 07:38:07 PM »
GLSL Hacker project has been stopped and GeeXLab project has been reactivated.

Here are some explanations:

3D-Tech News Around The Web / NVIDIA R359.12 Hotfix Driver
« on: December 03, 2015, 11:17:22 AM »
R359.12 is a GeForce Hot Fix driver that addresses game crashes on certain GeForce GTX 860M notebooks.

- win10 64-bit
- win10 32-bit

- win7 / win8 64-bit
- win7 / win8 32-bit


Oculus VR is going to make a “special announcement” this Thursday during The Game Awards, which is an annual livestreaming show that attempts to recognize excellence in game development.


3D-Tech News Around The Web / Warsow 2.0 released
« on: December 01, 2015, 01:55:54 PM »
Warsow is set in a futuristic cartoonish world where rocketlauncher-wielding pigs and lasergun-carrying cyberpunks roam the streets. It is a completely free, fast-paced first-person shooter (FPS) for Windows, Linux, and Mac OS X.

- Warsow 2.0 blog post
- Downloads
- Source code

3D-Tech News Around The Web / Visual Studio 2015 Update 1
« on: December 01, 2015, 12:23:08 PM »
Today, we are happy to announce the release of Visual Studio 2015 Update 1. This release includes our latest feature and functionality updates.

- Release notes
- VS2015 Update 1 DOWNLOAD

GameDevDaily is a new blogging / knowledge sharing platform for professional game developers.

Hi. I’m Forrest Smith and welcome to GameDevDaily. GameDevDaily is a curated platform for sharing knowledge with professional game developers. It’s heavily inspired by Mike Acton’s AltDevBlogADay which enabled and inspired many developers, including myself, to start writing.


The streets of downtown Austin, just cleared of music festival attendees and auto racing fans, are now filled with enthusiasts of a different sort. This year the city is host to SC15, the largest event for supercomputing systems and software, and AMD is on site to meet with customers and technology partners.  The hardware is here, of course, including industry-leading AMD FirePro™ graphics and the upcoming AMD Opteron™ A1100 64-bit ARM® processor. However, the big story for AMD at the show this year is the Boltzmann Initiative, delivering new software tools to take advantage of the processing power of our products, including those on the future roadmap, like the new “Zen” x86 CPU core coming next year.  Ludwig Boltzmann was a theoretical physicist and mathematician who developed critical formulas for predicting the behavior of different forms of matter. Today, these calculations are central to work done by the scientific and engineering communities we are targeting with these tools.

Finally, for applications already developed in CUDA, they can now be ported into C++. This is achieved using the new Heterogeneous-computing Interface for Programmers (HIP) tool that ports CUDA runtime APIs into C++ code. AMD testing shows that in many cases 90 percent or more of CUDA code can be automatically converted into C++ by HIP. The remainder will require manual programming, but this should take a matter of days, not months as before. Once ported, the application could run on a variety of underlying hardware, and enhancements could be made directly through C++. The overall effect would enable greater platform flexibility and reduced development time and cost.


3D-Tech News Around The Web / Ray-Tracing Hardware
« on: October 27, 2015, 06:30:09 PM »
As we can see, ray-tracing and rasterization are not mutually exclusive. Simplified variants of ray-tracing are already used for complex lighting effects in games – implemented completely in shaders using simplified, shader-friendly scene representations. And these effects are where ray-tracing hardware could come in handy to replace or extend these shader-based ray-casting hacks with real ray-tracing. This can still use a simplified scene or even the real, high complex scene.


3D-Tech News Around The Web / Making Art with Math:
« on: October 27, 2015, 10:42:31 AM »
Cleary inspired by this one only lets you edit a vertex shader. The vertex shaders main input is just a vertexId that counts vertices.


UP, the credit card computer board for makers powered by Intel Quad Core Atom X5-8300 1.84GHz, running Linux, Windows 10, and Android


According to a new report published by, NVIDIA could use GDDR5X memory instead of HBM2 for some of its next-generation Pascal GPUs next year.


In case NVIDIA does decide to go with GDDR5X memory on select Pascal GPUs, it makes sense to expect the consumer oriented cards to feature GDDR5X memory while HBM2 may be reserved for enthusiast grade cards such as the GeForce GTX Titan X successor and the high-end Quadro range.


3D-Tech News Around The Web / WebGL - Complex Function Plotter
« on: October 12, 2015, 03:51:18 PM »
This tool allows you to visualize, in real-time, in a browser, how complex functions distort the complex plane, like in the Conformal Pictures Wikipedia entry.

The rendered image is created by evaluating the user-supplied function and then using the results of that function to look up a color in an image which is infinitely tiled over the Complex Plane. By changing the expression in the input field, you can visualize how various functions distort the plane.



With the release of Windows* 10 on July 29 and the release of the 6th generation Intel® Core™ processor family (code-name Skylake), we can now look closer into resource binding specifically for Intel® platforms.

The previous article “Introduction to Resource Binding in Microsoft DirectX* 12” introduced the new resource binding methods in DirectX 12 and concluded that with all these choices, the challenge is to pick the most desirable binding mechanism for the target GPU, types of resources, and their frequency of update.

This article describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs.


3D-Tech News Around The Web / MagPi issue #38 available
« on: September 24, 2015, 02:17:57 PM »
Issue #38 of MagPi, the Raspberry Pi magazine, is available.

Highlights from #38:

-  Build a Raspberry Pi robot for £50 / $75
-  Make a web-powered plant waterer
-  Create music with the Piano HAT
-  Raspberry Pi Touchscreen Display reviewed
-  Spooky Halloween projects
    and much more!

Download page:


3D-Tech News Around The Web / Direct3D 12 Do's And Don'ts
« on: September 24, 2015, 09:57:31 AM »
If you have started developing or porting games that use DX12, you have probably realized that it is, in many ways a very different beast when compared to DX11. Lots of responsibility is suddenly being placed on your shoulders.

This responsibility amounts to not only getting things functionally correct but also (amongst other things) mastering multi-threaded command list submission to really get the best performance out of the new API.

There isn’t yet a lot of written advice out there which makes it hard to avoid mistakes other people have already made and hard to benefit from the tricks other developers have mastered to drive DX12 efficiently.

We at NVIDIA have started writing down what we know works well and what doesn’t work well with DX12 and we’d like to share this with you in a living document that will change over time as we learn new things about DX12.


This whitepaper focuses on just the compute architecture components of Intel processor graphics gen9. For shorthand, in this paper we may use the term gen9 compute architecture to refer to just those compute components. The whitepaper also briefly discusses the gen9 derived instantiation of Intel HD Graphics 530 in the recently released Intel Core™ i7 processor 6700K for desktop form factors.

- The-Compute-Architecture-of-Intel-Processor-Graphics-Gen9-v1d0.pdf

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