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Messages - JeGX

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A common practice in computer graphics is to pack and compress vertex attributes. It reduces the memory footprint, time to transfer data across the bus from the CPU to the GPU, and GPU memory bandwidth at the cost of extra instructions in the vertex shader. Another benefit may be that there are more attributes than the maximum number of vertex attributes supported.


Intel v4206 fixes some MadShaders 0.4.x rendering glitches (see HERE):

- Bokeh blur: OK

- Mobius balls: OK

English forum / GL-Z 0.3.0 released
« on: May 13, 2015, 04:51:20 PM »
GL-Z 0.3.0 is available for Windows, Linux, OSX and Raspberry Pi:

Post your feedbacks or bug-reports in this thread.

ZeroBrane Studio is a lightweight Lua-based IDE for Lua with code completion, syntax highlighting, live coding, remote debugger, and code analyzer (supports Lua 5.1, 5.2, 5.3, LuaJIT and other Lua interpreters).

- ZeroBrane Studio homepage
- ZeroBraneStudio @ Github
- Changelog

Excellent tool for debugging GLSL Hacker demos (once luasocket support will be added to GLSL Hacker)...

3D-Tech News Around The Web / An Introduction to OpenCL C++
« on: May 13, 2015, 04:15:31 PM »
An introduction to the latest provisional OpenCL 2.1 specification with a kernel language based on C++:

Other tutorials and articles about OpenCL can be found HERE.

Synthclipse is a GLSL shader prototyping tool. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using, compatible with Fragmentarium and Shadertoy (but limited to FS and VS), Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.

Synthclipse is based on Eclipse IDE and depends on Eclipse CDT (C/C++ Development Tooling). It pretends that GLSL is just plain C++ code.


SYCL (pronounced ‘sickle’) is a royalty-free, cross-platform abstraction layer that builds on the underlying concepts, portability and efficiency of OpenCL that enables code for heterogeneous processors to be written in a “single-source” style using completely standard C++.   SYCL enables single source development where C++ template functions can contain both host and device code to construct complex algorithms that use OpenCL acceleration, and then re-use them throughout their source code on different types of data.


3D-Tech News Around The Web / ClanLib 4.0 released
« on: May 11, 2015, 08:19:42 PM »
ClanLib is a cross platform C++ toolkit library with a primary focus on game creation. The library is Open Source and free for commercial use.

The ClanLib C++ Game SDK has been updated. Key updates since previous release include a path drawing module using CPU/GLSL to render anti-aliased SVG style primitives (including lines). Now fully supports Windows, Mac OS X and Linux. All source has a very liberal zlib style license


Source of the news:

English forum / GLSL Hacker 0.8.4
« on: May 11, 2015, 07:31:30 PM »
This is the thread for feedback and bug reports of GLSL Hacker 0.8.4.x.

GLSL Hacker 0.8.4 story:

kiUi is a lightweight auto-layout Ui library, abstracted out from any rendering or input code.

Every single element in kiUi auto-layouts ! You have nothing to do. No position to set, no size to determine.

kiUi was conceived so that each element can be styled in a way very similar to CSS, through Style Sheets You can switch between Styles Sheets on the fly.

kiUi comes with a light renderer / input system based on NanoVG and GLFW to quickly bootstrap a prototype application in a few lines of code.


English forum / MadShaders 0.4.1
« on: May 08, 2015, 07:06:27 AM »

- Intel v4170 + Intel HD Graphics 4600 + Windows 8.1 + GLSL Hacker
- demo: host_api/gl-430-arb-compute-shader-particles-ssbo/grid_deformer_v2.xml (Code sample pack )

The demo works fine (245 FPS).

English forum / Intel Graphics Drivers and GPUs
« on: May 07, 2015, 02:39:27 PM »
I start this thread to post screenshots of GLSL Hacker based demos and applications that have issues with Intel graphics drivers.
I also post screenshots of demos that work fine with Intel GPUs!

The last Intel v4170 has some issues (that should be fixed in an upcoming driver version) with MadShaders 0.4.0 (correct screenshots can be found in this page). I tested with an update of  MadShaders (v0.4.1) without change:

- Mobius Balls: the central big sphere is nor rendered

- Bokeh blur: no comment!

English forum / Re: Faulty OBJ Loading
« on: May 07, 2015, 08:27:24 AM »
MERCI for the bug-report!

Indeed the OBJ loader was broken. I fixed it and the new version will be available with the new GLSL Hacker

English forum / Re: Fixes for MadShaders 0.4.0
« on: April 14, 2015, 09:52:57 AM »
Thanks for your contribution!

I will update the Windows version of MadShaders asap with your batch file.

The am_i_dreaming_gl2.xml demo is not listed in the main interface and I even forget it. Anyway, I fixed it.

Geeks3D's GPU Tools / Re: Gputest 0.7.0 does not recognize SLI
« on: April 14, 2015, 09:47:13 AM »
I will release a major update of GpuTest shortly, and I'll check the SLI support at this moment.

FurMark, GPU Caps Viewer and GPU Shark have been to fix a crash that occurred during the initialization routine on virtual machines like VirtualBox or VMware. Latest versions of these GPU tools can be found here:

- FurMark

- GPU Caps Viewer

- GPU Shark

3D-Tech News Around The Web / PS4 Should Support Vulkan
« on: April 01, 2015, 07:59:30 AM »
According to Wardell, Sony’s current API is much low level compared to Mantle and even Vulkan but they should look into adding Vulkan support for the console as it will reduce a lot of developer overhead for cross platform development.

“What I was referencing at the time was Vulkan. We’re part of the Khronos Group and now it depends who you talk to at Sony and this gets in to a debate. Sony has a very low-level API already for the PlayStation 4. The problem I have with it is that if you want to make use for it you’re writing some very specific code just for the PlayStation 4. And in the real world people don’t do that right. I write code generally to be as cross-platform as I can.”


3D-Tech News Around The Web / Clustered Shading demo links
« on: March 27, 2015, 05:15:39 PM »

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