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Messages - JeGX

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FurMark test:

Power consumption (full system)
GT 240: 65W
9600 GT: 80W
HD 4670: 67W

GT 240: 115W
9600 GT: 134W
HD 4670: 122W

General Discussion / How to release a demo with the PRO version
« on: November 25, 2009, 11:43:39 AM »
The PRO version of GeeXLab is nodelocked, i.e. it is locked to the computer. Then you can’t distribute GeeXLab.exe file. However, a GeeXLab scene player comes with the PRO version (GeeXLab_Player.exe). This player is only capable to read a scene in a binary format. That binary format is created by GeeXLab PRO (menu File and Export Binary Scene File). This binary scene file contains all the scene description (XML, LUA, Python and GLSL) in binary format. The source code of the demo is now hidden and protected. To release the demo, just follow the procedure described in this thread (How to release a demo with the FREE version) with the following small differences:

  • the executable file to be copied and renamed is now GeeXLab_Player.exe.
  • the demo’s main file is now the binary scene file. The name of this file has to be put in the auto_load attribute of startup_params node of config.gxml.

Et voilà, the release of a demo with the PRO version is not very difficult (from a GeeXLab developper point of view…).

General Discussion / How to release a demo with the FREE version
« on: November 25, 2009, 11:34:50 AM »
You can create with the FREE version of GeeXLab a demo that is lauchable directly with a double-click on an executable file.
But the end-user will always have access to demo’s source codes (xml, glsl and lua files). Only the commercial version (PRO) of GeeXLab makes it possible to protect the source codes of the demo.

Once the demo coded and operational, just create a folder where you will copy your demo files (xml, lua, glsl and media). Then copy in that folder GeeXLab.exe executable with its DLL and plugins (*.o3p). All plugins are not mandatory: if the demo, for instance, does not use particles, it's not necessary to copy particle system plugins (particle_system_plugins folder). Now that the demo’s folder is ok, you need to do the following tasks:
  • edit config.gxml file and change auto_load attribute of startup node. auto_load holds the name of the demo file: in our case it’s the main XML file, the one that contains the root node geexlab.
  • set to 0 check_version attribute. That will disable online check for new versions of GeeXLab (currently the online check is always disabled but maybe it will be enabled in the future).
  • rename GeeXLab.exe: for example with myKool3DDemo.exe
  • archive all the demo in a nice zip file and put it in download somewhere in the Net.

The end user has only to unzip the demo and double-click on myKool3DDemo.exe to launch the demo.

You can also pack all data in a zip file and specify the zip filename in the archive_filename attrib of the scene node. But some medias can not be loaded from a zip like 3DS models.

3D-Tech News Around The Web / PhysX Visual Debugger 1.1.9
« on: November 25, 2009, 11:26:17 AM »

The PhysX Visual Debugger allows you to interactively examine your application's PhysX representation and properties in real-time. 

Version 1.1.9
1. Fixed bug: Big endian support for cropping files.

Related link:

3D-Tech News Around The Web / IE9 Will Use Direct2D
« on: November 24, 2009, 06:11:50 PM »

In the upcoming IE 9, all graphics and text will be rendered with the GPU thanks to Direct2D (D2D) and DirectWrite. Direct2D is a hardware-accelerated, immediate-mode, 2D graphics API (Windows Vista and 7) that provides high performance and high-quality rendering for 2-D geometry, bitmaps, and text.

Related link:

General Discussion / Re: Access command line parameters
« on: November 24, 2009, 06:10:19 PM »
what do you have in mind? Example?


Today, in 24 hours of non-stop running, Dual-GPU GeForce GTX 295's are capable of running a protein folding simulation at 1400 nanoseconds, or 1.4 milliseconds. That means that unfortunately, we need 714 GTX295's to simulate a single second of protein folding. If you want to simulate 24 hours, you need 61,689,600 GeForce GTX 295 graphics cards, i.e.123,379,200 GT200-class graphics processors. Before you ask - yes, that number is higher than the overall number of every manufactured GT200 chip in the world. And that was "just" for Folding@home. At that time,a single CPU core was able to process around 4 [yes, four] nanoseconds,i.e. 150 times slower than the GeForce GTX 280, yet alone newer GPUs.For 24 hours of protein simulation you need 123 million GT200 GPUs or18,506,880,000 Core 2 CPUs. Yes, that's 123 million versus 18 billion.


To take stereographs of dynamic subjects, we will need to take two photos at exactly the same time. Japanese camera manufacturer Fuji recently released the first digital camera equipped with two lenses for 3D. Of course, for the technologically savvy, you can make your own 3D camera rig using common building materials and two digital cameras.

For this project, we’ll use a pair of matching Canon PowerShot cameras and specialized synchronization software called StereoData Maker, or SDM, which is a nonvolatile firmware upgrade based on CHDK, the Canon Hack Development Kit. SDM adds a set of features to certain Canon cameras, specifically for the taking of 3D pictures.

I'll post the video on Geeks3D  ;)

3D-Tech News Around The Web / (PR) Stonetrip ShiVa Editor 1.8 Available
« on: November 14, 2009, 03:18:26 PM »
Sophia-Antipolis, France, November 13, 2009- Stonetrip, the designer of cross-platform 3D game development tools for Web, PC, Mac and iPhone, is pleased to announce that version 1.8 of its ShiVa Editor is now available. This release comes with a “Binary promotion” introductory price offer: ShiVa Unlimited, the edition for indie developers is priced at €128 instead of €169, and ShiVa Advanced, the full-featured edition is priced at €1,024 instead of €1,499 per license and for a limited time.

Since 2007, Stonetrip has been providing of the most powerful, full-featured and low-cost game development solution for mobile and desktop platforms. ShiVa Editor allows developers to publish games and applications with no limitations and no compulsory content (e.g. splash screens). This even applies to the Unlimited edition.
The ShiVa editor is used by more than 15,000 developers worldwide and comes with a free engine SDK for Windows, Mac, Linux and iPhone plus an integrated server included within the player to create multi-player games without the need for an expensive, external server.

This year, the ShiVa engine has been used in a range of popular applications and games including Olympique Lyonnais Virtual Stadium ( for desktop devices and Pocket Fish, Coldplay Strawberry Swing and Crosak for iPhone devices.

With this latest release of the ShiVa platform, Stonetrip offers its customers even more, including the stunning new visual effects expected in next-generation games such as depth of field, velocity blur, cascaded shadow maps algorithm, infinite ocean simulation with advanced shading system, dynamic textures, video streaming, Voice-Over-IP, DWF import, etc. Stonetrip has also made a number of performance improvements. “The ShiVa engine is 50% faster than the previous version,” explains Nicolas Peri, Stonetrip CTO. “As we focus our future development on iPhone OpenGL ES 2.0 and Linux-powered mobile systems such as Android, we have to provide the highest-quality engine,” says Philip Belhassen, Stonetrip CEO.

Visit to see the full list of new features and improvements!

About Stonetrip

Stonetrip is an innovative company founded 6 years ago, with its head office in Sophia Antipolis, France. The company designs ShiVa, the development tool for creating amazing 3D real-time applications and games with ease on Windows, MacOS, Linux and iPhone, with much more to come…
For more information about Stonetrip, visit

Philip Belhassen
+33 492 029 922


The “OpenGL Shading Language” (also called the Orange Book because of its orange cover) is back in its meanwhile third edition with updated discussions of the OpenGL shading language up to version 1.40 introduced with OpenGL 3.1. Like the previous edition, the third edition of the book is one of the best introductions to GLSL — the OpenGL Shading Language — that not only teaches the ins and outs of GLSL itself but also explains in-depth how to develop shaders in GLSL for lighting, shadows, animation, and other topics relevant to real-time computer graphics.

General Discussion / Re: Object shadows
« on: November 14, 2009, 01:40:23 PM »
By default, shadow_caster="TRUE" allows to use stencil shadow volumes. No shader is required with shadow volumes.
The only requirement is that your models and meshes must have closed surfaces else you will have visual artifacts
(see at the end of this artticle for details).

Shadow volumes work fine with omni lights but can be CPU intensive if you have dense meshes.

The second technique is the shadow mapping. You have to enable it in the scene node (see the shadow mapping demo).
Shadow mapping works with any mesh or object that modifies the depth buffer. But it suffers from aliasing and then requires the use of shaders to have soft shadows.

Currently GeeXLab supports the basic shadow mapping algorithm so it works fine with spot lights. And depending on your scene, it
can also work with omni light (see HERE).


We don’t typically cover 3D benchmark programs, primarily since they generally have nothing to do with real-world gaming experiences. This new application from Unigine  is a bit different than others though. Unigine is a 3D framework middleware engine that has been used in published games, and will also be used in some upcoming games currently under NDA. The Heaven Benchmark is the first 3D application that is available to us that utilizes DX11 and Tessellation, which will give us a glimpse of what Tessellation could do for us in games.

3D-Tech News Around The Web / AMD plans Redwood GPU to replace 4770
« on: November 10, 2009, 11:25:01 AM »

Redwood XT is a 40nm DirectX 11 part that should replace Radeon 4770 and 4670 cards in the upper part of mainstream market. Redwood pro will be the slower version and it should replace Radeon 4650 cards in the lower part of mainstream market.


In this article we are going to explore what PhysX really is and how it applies to different games and more importantly how this technology affects performance in those games.


t's what's inside those trailers, though, that is the key to Microsoft's cloud-computing efforts. Each of the shipping containers in the Chicago data center houses anywhere from 1,800 to 2,500 servers, each of which can be serving up e-mail, managing instant messages, or running applications for Microsoft's soon-to-be-launched cloud-based operating system--Windows Azure.

"I think, I'm not 100 percent sure, but I think this could be the largest data center in the world," said Arne Josefsberg, general manager of infrastructure services for Microsoft's data center operations.

3D-Tech News Around The Web / Thermaltake DuOrb Extreme VGA Cooler Review
« on: November 03, 2009, 04:40:56 PM »

Today we are going to check out a stylish and beautiful cooling solution for a wide range of graphics cards on ATI and Nvidia GPUs. Read our review for details about this new Thermaltake cooler.

GPU Burners used in this review: FurMark  ;D and 3DMark 2006


From the second we saw the Sapphire Radeon HD 5870 Vapor-X graphics card we fell in love with it. The card stands out from the crowd and has a bad boy appearance to it that the reference card just doesn't have. The best part about the Sapphire Radeon HD 5870 Vapor-X is that the cooler actually works. We witnessed an 8dBA decrease in fan noise and an insane 18C drop in temperatures while gaming.  The small 2-4% factory overclock gave a slight boost in performance and in every single benchmark we ran the Sapphire Radeon HD 5870 Vapor-X was faster than a stock Radeon HD 5870 video card, albeit by only 1-6FPS depending on the benchmark in question...


AMD has retaken the crown for superior graphical power with their ATI Radeon HD 5870 video card, and consumers have confirmed that this is the hottest graphics accelerator of the moment. Armed with 1600 shader cores, the 40nm Cypress GPU claims to push video game frame rates well-beyond what NVIDIA offers from their GeForce GTX 285 counterpart. While the list of DirectX 11 video games has just started to grow, with one of the first being a free Massive Multiplayer Online Role Playing Game (MMORPG) named BattleForge. Perhaps ATI has created the perfect storm for their Radeon HD 5800-series by offering a price-competitive graphics card with several free games included or available. While NVIDIA toils away with CUDA and PhysX, ATI is busy delivering the next generation of hardware for the gaming community to enjoy. Sapphire factory overclocks the Cypress GPU and adds their own custom cooling solution, named Vapor-X. In this article Benchmark Review! s tests the Sapphire Radeon HD 5870 Vapor-X video card 21161-03 against a cross-section of modern graphics accelerators.

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