I took some time this afternoon to play a bit with deferred rendering. The last screenshot shows 200 dynamic lights.
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MSI, world leading in motherboard technology, is pleased to announce its unleashing of the Z97 GAMING 9 AC motherboard to the public. The Z97 GAMING 9 AC from MSI is a custom designed motherboard, decorated with luscious new heat-sinks and unique Dragon Armor that highlight an arsenal of new features found on the board. It's masterpiece being Xtreme Audio DAC, a premium dedicated onboard sound card with specially selected high quality audio components, set up and tuned by professionals delivering 120dB Signal-to-Noise-Ratio (SNR) 192kHz / 32-Bit of purest sound quality for studio-grade Hi-Fi solutions and gaming headgear. The MSI Z97 GAMING 9 AC also comes with an Intel® Wi-Fi AC module with Bluetooth 4.0 and Intel® WiDi support.
The GTX 780 model has double memory: 6GB, while both have 10-phase power design that reduces power noise by 30% and increases efficiency by 15% versus reference designs. The cards are built with DIGI+ VRM and hard-wearing POSCAPs, while the DirectCU-like cooler has been upgraded with ’0dB technology’. When the GPU temp is below 65C the card will run in passive mode with the fans turned off. The large heatsink works to efficiently absorb and dissipate the minimal heat generated by low loads, so while you’re surfing the internet, watching videos, playing light games – your graphics card won’t make a sound.
Version 0.6.4.3 - 2014.05.28
* fixed a bug in gh_mesh.set_vertices_color() in Lua.
+ added set_vertices_color() to gh_mesh in Python.
+ added mouse_get_wheel_delta() to gh_input lib.
+ added new keyboard keys support (shift, ctrl, alt and windows key).
+ added keyboard_codes.lua in GLSL Hacker Lua libs folder.
+ added FreeImage plugin with floating point (96 and 128-bit) support.
+ added set_current_image_codec_name() to gh_texture module.
tex = gh_texture.create_from_file(...)
Vendor A has “the most capable GL devs in the industry and the best testing process.” It focuses on OpenGL implementations that work rather than on spec purity. It’s sexy. It’s fun. It’s also the vendor that’s pushing OpenGL as an alternative to Mantle or D3D12.
...this vendor (vendor A) will do things like internally replace entire shaders for key titles to make them perform better (sometimes much better). Most drivers probably do stuff like this occasionally, but this vendor will stop at nothing for performance.
Next up, Vendor B. Vendor B knows the OpenGL spec inside and out and focuses on implementing OpenGL correctly. Unfortunately, Vendor B is characterized as being “a complete hodgepodge, inconsistent performance, very buggy, inconsistent regression testing [and] dysfunctional driver threading…
And Vendor C? Vendor C has two major driver development teams, but doesn’t focus on graphics and is years behind Vendors A and B in implementing basic OpenGL features. It leads the way in open source graphics drivers, and has (mostly) public hardware specs. One driver is years behind but mostly stable as long as you don’t care about performance or features, while the other team’s driver is “a complete disaster…
Version 0.6.4.2 - 2014.05.19
+ added emitter_set_spawn_positions() to gh_ps module.
+ added back_face_culling() and front_face_culling() to gh_renderer.
+ added box_create(), box_update_size() and sphere_create() to gh_utils.
+ added update_bounding_volume(), get_bounding_box_size(), get_bounding_sphere_center(),
get_bounding_sphere_radius(), get_global_bounding_box_size(), get_global_bounding_sphere_center(),
get_global_bounding_sphere_radius() to gh_object.
gpu_index = 0 -- first GPU
if (gh_gml.geforce_logo_is_illumination_supported(gpu_index) == 1) then
steps = 1024
facets = 32
scale = 4.0
thickness = 0.5
clumps = 0
clump_offset = 0
clump_scale = 0.0
u_scale = 2
v_scale = 32
P = 3
Q = -7
pqtorus = gh_mesh.create_pqtorus(steps, facets, scale, thickness, clumps, clump_offset, clump_scale, u_scale, v_scale, P, Q)
Version 0.6.4.1 - 2014.05.15
+ added OpenGL 4.0 shader subroutines support (gh_gpu_program.set_uniform_subroutine()).
+ added get_capability_4i() to gh_renderer.
+ added create_pqtorus() to gh_mesh.
+ added actor_add_force(), actor_add_force_at_position() and actor_set_kinematic_target()
to gh_physx3 lib (lua/python).
* fixed a bug in AntTweakBar functions when the AntTweakBar plugin is not loaded.
+ added set_simulation_scales() to gh_physx3 lib (lua/python).
vec3 tc = vec4(0);
vec3 tc = vec3(0);