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Messages - JeGX

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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.


Yes I know, this demo is included in the code sample pack. What I meant is if you find an OpenGL ES demo with blending for RPi on another website, let me know  ;)

The shutdown when starting FurMark stress test is a sign of a weak PSU. Try a strong PSU (I use some Corsair CX 750 or AX 860 with my test setups and they are very good) and I bet your FurMark reboots will desappear. In any case, if you find a solution, let us know.

English forum / Re: (WIP) Deferred rendering test
« on: September 17, 2015, 04:32:16 PM »
Currently nowhere because it's only a test.  But I could put it in the code sample pack... If you don't see it in the next update of the code sample pack, just drop a message in this forum.

This is something I explain at the end of this post:

The rendering is directly done on the same framebuffer than the desktop, that could explain why alpha blending makes the desktop to appear.
Currently I didn't find a way to fix it.

I your find a RPi demo somewhere on the web that uses alpha blending, let me know.

R355.97 exposes the same OpenGL extensions than R355.58 (at least for a GTX970 / GT960).

On windows, multiple gaming GPUs are only supported on SLI or CrossFire setups (with some minor tweaks in the graphics driver control panel). On OSX, virtual screens should allow to run GpuTest on a specific GPU (I wrote an article about virtual screen here: ). On Linux, we can launch the test on a specific GPU (with a correct specification of the display:window parameters if I'm not wrong) but there is no command line param in GpuTest for that and I haven't tested this feature yet...

What is your system?

English forum / Re: GLSL Hacker available
« on: August 28, 2015, 07:42:47 PM »
I should link the Python plugin with something that is present on every linux distro like You can still try to copy the Python shared objects in the GLSL Hacker plugin dir and rename one of them in That should work...

I will look at this issue for the next Linux update of GLSL Hacker.

DirectX 12 tested: An early win for AMD, and disappointment for Nvidia: First DX12 gaming benchmark shows R9 290X going toe-to-toe with a GTX 980 Ti:


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

3D-Tech News Around The Web / Re: NVIDIA AndroidWorks 1R2 et al
« on: August 17, 2015, 11:53:13 AM »


- Introducing the Autodesk Stingray 3D game engine

- Autodesk Stingray simplifies mobile development and testing

- Autodesk Stingray integrated game development tools

- Stingray art to engine workflows

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