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Topics - JeGX

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61
Forum en français / Le plugin AntTweakBar
« on: May 09, 2014, 02:23:11 PM »
AntTweakBar est une petite librairie super utile pour manipuler de manière interactive les variables. La plupart du temps elle est directement utilisée dans des applis en C/C++.

Les fonctionnalités d'AntTweakBar sont maintenant disponibles dans GLSL Hacker grace à un plugin. Pour le moment, seul les scripts en Lua bénéficient de ces nouvelles fontionnalités. Pour le support du Python, je verrai ça un autre jour.





Actuellement seules les variables simples (les float) et les varaibles de type xyz et rgba sont supportées. Voilà comment on crée une tweakbar pour manipuler une varaible Lua x:

script INIT:
Code: [Select]
bar1 = gh_utils.twbar_create("TweakBar")

x = 0
gh_utils.twbar_add_var_float(bar1, "x")



Dans le script FRAME, il faut updater la tweakbar afin que les variables soient mises à jour  et rendre la tweakbar:

script FRAME:
Code: [Select]
gh_utils.twbar_update()

-- Maintenant la variable x est mise a jour:
--
gh_utils.font_render(font, 10, 40, 1.0, 1.0, 1.0, 1.0, "x = " .. x)


gh_utils.twbar_draw()


Une demo complete est dispo dans le code sample pack: host_api/AntTweakBar/

Le plugin AntTwekBar est dispo pour Windows, Linux et Mac OS X:





62
Forum en français / Grille de reference
« on: May 09, 2014, 02:01:54 PM »
A partir de GLSL Hacker v0.6.3.19, un object grille de reference est disponible. Cette grille est disponible
aussi bien en ancien OpenGL qu'en OpenGL moderne (OpenGL 3+ core profile).



La demo dans le code sample pack: moon3d/gl-320-reference-grid/

Tous les parametres important de la grille peuvent etre manipulés: dimensions, nombre de subdivisions,
couleur des lignes. Voici comment la créer (dans un script d'INIT par exemple):

Code: [Select]
grid = gh_utils.grid_create()
gh_utils.grid_set_geometry_params(grid, 10, 10, 20, 20)
gh_utils.grid_set_lines_color(grid, 0.7, 0.7, 0.7, 1.0)
gh_utils.grid_set_main_lines_color(grid, 1.0, 1.0, 0.0, 1.0)
gh_utils.grid_set_main_x_axis_color(grid, 1.0, 0.0, 0.0, 1.0)
gh_utils.grid_set_main_z_axis_color(grid, 0.0, 0.0, 1.0, 1.0)
local display_main_lines = 1
local display_lines = 1
gh_utils.grid_set_display_lines_options(grid, display_main_lines, display_lines)


Pour le rendu, rien de bien compliqué, il suffit juste d'avoir un simple GPU program de couleur:

Code: [Select]
gh_gpu_program.bind(simple_color_prog)
gh_object.render(grid)



63
English forum / Reference grid (GLSL Hacker v0.6.3.19+)
« on: May 09, 2014, 01:29:33 PM »
A new object  is available since version  v0.6.3.19+: a reference grid:



A demo is available in the code sample pack: moon3d/gl-320-reference-grid/

Here is the way to create a ref grid:

Code: [Select]
grid = gh_utils.grid_create()
gh_utils.grid_set_geometry_params(grid, 10, 10, 20, 20)
gh_utils.grid_set_lines_color(grid, 0.7, 0.7, 0.7, 1.0)
gh_utils.grid_set_main_lines_color(grid, 1.0, 1.0, 0.0, 1.0)
gh_utils.grid_set_main_x_axis_color(grid, 1.0, 0.0, 0.0, 1.0)
gh_utils.grid_set_main_z_axis_color(grid, 0.0, 0.0, 1.0, 1.0)
local display_main_lines = 1
local display_lines = 1
gh_utils.grid_set_display_lines_options(grid, display_main_lines, display_lines)


The rendering:
Code: [Select]
gh_gpu_program.bind(simple_color_prog)
gh_object.render(grid)



64
Big Pictures / Unreal Engine 4 - Shooter game demo (Direct3D 11)
« on: May 01, 2014, 02:32:49 PM »
Unreal Engine 4 - Shooter game demo (D3D11)

The shooter game can be downloaded HERE




69
Just tested one of the PhysX3 demos of the code sample pack (host_api/PhysX3/Fluids/) with the DEV version I'm working on (v0.6.3.18) and now collisions of a fluid with a static mesh work fine. In the following screenshot, two particle emitters are inside a mesh box:




With prev versions, collisions were not handled with GPU fluids and CPU fluids led to a crash...

70
Big Pictures / ASUS GeForce GTX 750 Ti OC Unboxing
« on: April 11, 2014, 02:00:42 PM »
ASUS GeForce GTX 750 Ti OC (GTX750TI-OC-2GD5)














Unboxing possible thanks to the guys at internex.ch

71
Big Pictures / ASUS Geforce GTX 780 DirectCU II OC Unboxing
« on: April 11, 2014, 01:07:42 PM »
GeForce GTX 780 DirectCU II OC (GTX780-DC2OC-3GD5)

Unboxing thanks to the guys at internex.ch

This GTX 780 has been launched few months ago but it still cool to have some big pictures of that card, better later than never!















72
Quote
University of California researchers have created a system that shows how the brain works in real time, allowing users to navigate right inside their own heads and see their neuronal activity firing in three dimensions, showing “real-time source-localised activity from electroencephalographic signals”.

http://www.gizmodo.com.au/2014/03/scientists-create-system-that-shows-your-brain-activity-in-3d/

73
Quote
The two consoles' Graphics Processing Units - called Flipper on the GameCube and Hollywood on the Wii - have a lot in common with their modern PC counterparts, but there are just enough differences to make perfect emulation an absolute nightmare. One quirk in particular is the use of integer math within the console GPU pipeline - as opposed to floating point math which is the norm for PC GPUs.

https://dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/

76
GpuTest / GpuTest 0.7.0
« on: March 04, 2014, 09:51:08 PM »

77
Quote
Renderdoc™ is a standalone program that can be used to capture and replay frames from any Windows application using Direct3D 11.0 or 11.1, and provides tools for deep analysis and graphics inspection, as well as detailed examination of API usage - allowing developers to locate bugs and problems in their programs.

Developed by Crytek, Renderdoc™ has been built from the ground up to reflect the real needs of graphics programmers, and has evolved based on its day-to-day usage in the creation of CRYENGINE titles.

Plans are in place to increase Renderdoc™'s functionality over time, adding support for other platforms and APIs such as OpenGL.

http://cryengine.com/renderdoc

78
Quote
The introduction this week of NVIDIA’s first-generation “Maxwell” GPUs is a very exciting moment for GPU computing. These first Maxwell products, such as the GeForce GTX 750 Ti, are based on the GM107 GPU and are designed for use in low-power environments such as notebooks and small form factor computers. What is exciting about this announcement for HPC and other GPU computing developers is the great leap in energy efficiency that Maxwell provides: nearly twice that of the Kepler GPU architecture. That makes Maxwell a great architecture for future NVIDIA Tesla products, so stay tuned.

This post will tell you 10 things that you need to know about Maxwell as a GPU computing programmer, including high-level benefits of the architecture, specifics of the new Maxwell multiprocessor, guidance on tuning and pointers to more resources.

https://devblogs.nvidia.com/parallelforall/5-things-you-should-know-about-new-maxwell-gpu-architecture/

79
3D-Tech News Around The Web / Scaling Mercurial at Facebook
« on: February 17, 2014, 08:11:12 PM »
Quote
With thousands of commits a week across hundreds of thousands of files, Facebook's main source repository is enormous--many times larger than even the Linux kernel, which checked in at 17 million lines of code and 44,000 files in 2013. Given our size and complexity—and Facebook's practice of shipping code twice a day--improving our source control is one way we help our engineers move fast.


https://code.facebook.com/posts/218678814984400/scaling-mercurial-at-facebook/

80
English forum / Atomic counters demo
« on: November 06, 2013, 05:35:25 PM »
OpenGL 4.2 Atomic Counters: Rasterization Pattern, Helper for Rendering Optimization:

http://www.geeks3d.com/20131031/opengl-4-2-atomic-counters-rasterization-pattern-helper-for-rendering-optimization-windows-linux/

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