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Messages - JeGX

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GeeXLab - english forum / Re: GeeXLab command line parameters?
« on: March 11, 2016, 11:40:07 AM »
I will check the command line parameters for the next version and post a new list.

GeeXLab - english forum / Re: Fastest way to upload vertices?
« on: March 01, 2016, 03:38:02 PM »
I think the fastest way to upload your vertices is to have functions in the gh_vertex_pool that take a Python array as input. I will add such functions (for positions, colors) asap.

3D-Tech News Around The Web / NVIDIA Pascal architecture at Computex 2016
« on: February 26, 2016, 07:05:22 PM »
NVIDIA GP104, GP100 at Computex 2016?

According to SweClockers’ sources NVIDIA might be ready to unveil its new architecture at Computex 2016 (May 31st –  June 4th). However if any difficulties are met on new TSMC 16nm FinFET process, this launch could transform to paper launch.


GeeXLab - english forum / Re: How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 06:37:34 PM »
Thanks for the effect!

copy webcam code from geexlab_code_sample_pack/host_api/webcam/webcam_win32_spout_test.xml ( the other demos didn't work on my rig for some reason)

I think it's because the demo tries to connect to the second webcam. Look for the following line in the INIT script:
Code: [Select]
gh_utils.webcam_start(webcam1, 2)

and replace it by:
Code: [Select]
gh_utils.webcam_start(webcam1, 1)

I have two webcams on my system and I forgot to update the demos.

GeeXLab - english forum / (WIP) Vulkan plugin for GeeXLab: textures
« on: February 26, 2016, 05:38:58 PM »
The plugin has some basic texture management. The following demo shows a simple textured quad:

3D-Tech News Around The Web / Vulkan API specifications 1.0.4 released
« on: February 26, 2016, 01:51:30 PM »
The Khronos Group has just updated the specifications of the Vulkan API.

Here are the changes:
* Bump API patch number from 3 to 4 for the first public update to the
    spec. Add patch number to the spec title (this will be done
    automatically from XML, later).
  * Fixes for numerous editorial issues. Regularize descriptions of
    variable-length array queries. Properly tag enumerants so they come
    out in the right font (many were mislabeled in usage tags in vk.xml,
    or not tagged). Spelling and markup corrections (public issue 4).
  * Fix typos and clearly separate description of different types of
    memory areas (public issue 5).
  * Use standards-compliant preprocessor guard symbols on headers
    (public issue 7).
  * Note that Github users can't currently set labels on issues, and
    recommend a fallback approach (public issue 15).
  * Use latexmath prefix on len= attributes (public issue 29).
  * Make flink:vkCmdUpdateBuffer pname:dataSize limit consistent (public
    issue 65).
  * Add VK_KHR_mirror_clamp_to_edge extension to core API branch, as an
    optional feature not introducing new commands or enums (internal
    issue 104).
  * Cleanup invariance language inherited from the GL specification to
    not refer to nonexistent (GL-specific) state (internal issue 111).
  * Modify the flink:vkCmdDrawIndexed pname:vertexOffset definition to
    not be the "base offset within the index buffer" but rather the
    "value added to the vertex index before indexing into the vertex
    buffer" (internal issue 118).
  * Fix drawing chapter in the "Programmable Primitive Shading" section
    where it described categories of drawing commands. It referenced
    flink:vkCmdDrawIndexed twice. Replace the second reference with
    flink:vkCmdDrawIndexedIndirect (internal issue 119).
  * Typo fixed in <<sparsememory-examples-advanced,Advanced Sparse
    Resources>> sparse memory example (internal issue 122).
  * Add flink:VkDisplayPlaneAlphaFlagsKHR to <require> section of
    VK_KHR_display extension (internal issue 125)
  * Add missing optional="false,true" to
    pname:pSparseMemoryRequirementCount parameter (internal issue 132)
    (internal issue 133)
  * Fix a handful of broken cross-references in the
    <<samplers,Samplers>> chapter (internal issue 134).
  * Fix "Input Attachement" GLSL example to use correct syntax (internal
    issue 135).
  * Update XML schema and documentation to accomodate recently added
    attributes for validity. Add some introductory material describing
    design choices and pointing to the public repository to file issues.
  * Put include of validity in the core spec extensions chapter on its
    own line, so that asciidoc is happy.
  * Fix vertexOffset language to specify that it's the value added to
    the vertex index before indexing into the vertex buffer, not the
    base offset within the index buffer.
  * Fix error in the description of flink:vkCmdNextSubpass.


Vulkan resource list:

More than two days to get the Hello World of graphics programming!

To get this RGB triangle, I had to code most of the important functionalities of the plugin: PSOs (pipeline state object),  SPIR-V shaders (as well as the tool to convert GLSL to SPIR-V), vertex and uniform buffers... and waste a lot of time with bugs!

It's cool to see this triangle, the starting point of all virtual worlds...

GeeXLab - english forum / Re: Shadertoy multipass demos
« on: February 25, 2016, 08:24:18 AM »

Are you still working on it?

Yes, in fact it's done, but to be honest I forgot a bit this framework since the release of Vulkan  ;)
I will release it with the next update of GeeXLab.

3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.23)
« on: February 23, 2016, 01:47:17 PM »
Download Zone:

New update:
- GPU-Z 0.8.7

A barrier is a new concept exposed to developers which was previously hidden inside the driver. If you think synchronization, you’re not too far off, as this is also part of what a barrier is.The synchronization part is well known for CPUs: you have multiple writer threads updating a buffer, then you synchronize to make sure all writes have finished, and then you can process the data with multiple reader threads. However, that’s not all there is to a GPU barrier (ResourceBarrier and vkCmdPipelineBarrier).


Related to barriers are fences (CreateFence and vkCreateFence), which are required to synchronize the CPU with the GPU as well as different queues on GPUs. A fence is a very heavyweight synchronization primitive as it requires the GPU to flush all caches at least, and potentially some additional synchronization. Due to those costs, fences should be used sparingly. In particular, try to group per-frame resources and track them together with a single fence instead of fine-grained per-resource tracking. For instance, all commands buffers used in one frame should be protected by one fence, instead of one fence per command buffer.



added to Vulkan resources list:

3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.22)
« on: February 22, 2016, 06:36:46 PM »
Download Zone:

New update:
- Notepad++ 6.9

GeeXLab - english forum / (WIP) Vulkan plugin for GeeXLab
« on: February 22, 2016, 09:36:33 AM »
I started the coding of this #Vulkan plugin...

After two days of struggle, I can now clear the framebuffer (what a joke!)  :P
We can create a renderer + render window on a particular GPU, and the scene resize is also managed.

Next step: pipeline object + SPIR-V programs.

2016/2/22@09:22:45(0000000001) < > GeeXLab v0.9.6.1 (Feb 22 2016@09:14:00)
2016/2/22@09:22:45(0000000002) < > Cross Platform Lab for Real Time 3D Programming and Demo Coding
2016/2/22@09:22:45(0000000003) < > (C)2009-2016 Geeks3D (
2016/2/22@09:22:45(0000000004) < > GeeXLab is starting up...
2016/2/22@09:22:45(0000000005) < > Windows version: Windows 10 build 10586
2016/2/22@09:22:45(0000000006) < > platform: Windows 64-bit

2016/2/22@09:22:49(0000000082) < > [Vulkan] Vulkan renderer (Windows, Linux)
2016/2/22@09:22:49(0000000083) < > [Vulkan] Vulkan core library loaded ok.
2016/2/22@09:22:49(0000000084) < > [Vulkan] # Vulkan devices: 2
2016/2/22@09:22:49(0000000085) < > [Vulkan] [ GPU 1 ]--------------------------------------
2016/2/22@09:22:49(0000000086) < > [Vulkan] - GPU name: GTX 750
2016/2/22@09:22:49(0000000087) < > [Vulkan] - DeviceID: 10DE-1381
2016/2/22@09:22:49(0000000088) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000089) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000090) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
2016/2/22@09:22:49(0000000091) < > [Vulkan] [ GPU 2 ]--------------------------------------
2016/2/22@09:22:49(0000000092) < > [Vulkan] - GPU name: GTX 960
2016/2/22@09:22:49(0000000093) < > [Vulkan] - DeviceID: 10DE-1401
2016/2/22@09:22:49(0000000094) < > [Vulkan] - Raw driver version: 1493811200
2016/2/22@09:22:49(0000000095) < > [Vulkan] - Vulkan API version: 1.0.3
2016/2/22@09:22:49(0000000096) < > [Vulkan] - Device type: VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU

Unlike DX12, there's no shocking leap in performance this time.

But first some caveats: The Talos Principle is technically the first game with Vulkan support, but it's currently being beta-tested. The Talos Principle also isn't designed to use the CPU utilisation and draw call improvements that are central to Vulkan, unlike Stardock's Ashes of the Singularity demo does with DX12. Furthermore, the new Vulkan drivers from AMD and Nvidia are also both in beta testing. In short, take these benchmark results with a large pinch of salt.


Essentially, in GPU bound scenarios like higher than 1080p gaming, Vulkan isn't all that different to OpenGL. But as soon as the CPU is taxed a little more, like at 1080p and lower resolutions, there's a clear uplift in performance.


News added to Vulkan resource list:

3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.18)
« on: February 18, 2016, 03:09:37 PM »
Download Zone:

New update:
- Cmder 1.2.9

GeeXLab - english forum / Raspberry Pi OpenGL 2.1 support tested
« on: February 15, 2016, 09:16:32 PM »
The new support of OpenGL 2.1 added to Raspbian Jessie has been tested with the latest GeeXLab

GeeXLab - english forum / GeeXLab released
« on: February 15, 2016, 09:14:01 PM »
GeeXLab has been released for all platforms, including Raspberry Pi with OpenGL 2.1 support. The complete story is available here:

3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« on: February 15, 2016, 09:10:54 PM »
Thanks guys, I will test and add them to the download zone if they are relevant.

I like the list a lot :) It looks almost like the list of my favorites, except just:

- FastStone Image Viewer - IMHO best image browser. Freeware (not for commercial use). XnView is also a good alternative.

- foobar2000 - music player. Previously I used Aimp, which looks more like lightweight version of Winamp.

- jEdit - my favorite plain text editor. Very powerful. Its only drawback: it's written in Java :)

- WinDirStat - shows statistics and draws treemap of disk usage.

Looks like you posted in the wrong thread  ;D
Maybe you could repost here: Download Zone - Latest Updates
and delete this post.

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