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Messages - JeGX

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You can retrieve the command line in a script with:

Code: [Select]
command_line = gh_utils.get_command_line()

Once you have the command_line, just parse it with Lua/Python string functions to extract parameters.

gh_texture.update_gpu_memory_from_file() should work on RPi. The parameters are:

Code: [Select]
gh_texture.update_gpu_memory_from_file(texture_id, image_filename, is_abs_path)

texture_id is the id of an existing texture (created for example with gh_texture.create_2d() or with gh_texture.create_from_file()). And the new texture you want to upload must have the same dimensions than the existing texture.

To kill a texture just use:
Code: [Select]

What I should add to GeeXLab is a function to load a texture in the CPU memory only. Then later, with another function you can upload this CPU texture into GPU memory. I will try to add these functions asap.

3D-Tech News Around The Web / NVIDIA VR Funhouse updated with mods support
« on: September 01, 2016, 04:15:05 PM »
With our latest update, VR Funhouse now supports mods, giving the community an incredible sandbox of possibilities for fun in VR.  Now you can play, create, play again and even share your VR creations with the world.

Swap out your shooting gallery pistol for a Tommy gun, whack the moles while their hair is on fire, or build your favorite mini-game in VR.  With VR Funhouse mods the possibilities are endless.

- NVIDIA blog post
- VR Funhouse @ steam
- VR Funhouse workshop @ steam
- VR Funhouse source code @ github (an account validated by NVIDIA is required).

I played with RPi transparency long time ago  :P

Ok... do you output the right alpha value in the pixel shader? According to what I wrote in the article, if rpi_alpha_flag="0", you should control the opacity with the alpha value generated by the pixel shader.

3D-Tech News Around The Web / Vulkan API specifications 1.0.25 released
« on: August 29, 2016, 08:34:36 AM »

* Bump API patch number and header version number to 25 for this update.
  * Structurally change the specification so that multiple extensions are
    included in the +1.0+ git branch, and specifications will include or not
    include those extensions at build time based on options passed to the
    Makefile. See +doc/specs/vulkan/README.html+ and the ``Layers and
    Extensions'' section of the ``Vulkan Documentation and Extensions''
    document for more information on this change.
  * Register and publish new extensions in the single-branch form:
  ** +VK_NV_external_memory_capabilities+
  ** +VK_NV_external_memory+
  ** +VK_NV_external_memory_win32+
  ** +VK_NV_win32_keyed_mutex+

Github Issues:

  * Clarify description of GetInstanceProcAddr and GetDeviceProcAddr (public
    issue 212).
  * Add SPIR-V <<textures-operation-validation, instruction validation>> for
    single-sampled images (public issue 316).
  * Fix spelling of ``tesselation'' in a few places and note it as an
    exception to the American spelling rules convention (public issue
  * Fix Makefile to create output directory for ``styleguide''
    target (public issue 329).
  * Fix numerous minor issues with incorrectly tags on enumerant names and
    table titles (public issue 330).
  * Generate specversion.txt date in UTC time and RFC 2822 format
    (public issue 335).
  * Convert link to the SPIR-V Specification for
    flink:VkShaderModuleCreateInfo into an internal link to the normative
    reference (public issue 336).
  * Add ename:VK_ERROR_OUT_OF_MEMORY error code to
    flink:vkCreateDebugReportCallbackEXT (public issue 337).

Internal Issues:

  * Update style guide regarding use of code:NULL and dname:VK_NULL_HANDLE
    (internal issue 393).
  * Change the definition of latexmath:[$q$] in the
    <<textures-image-level-selection,texture image level selection>> section
    to be the index of the maximum defined level for the view, not the
    number of levels in the view (internal issue 406).
  * Allow developers to override dname:VK_DEFINE_NON_DISPATCHABLE_HANDLE
    with their own binary-compatible definition (internal issue 439).
  * Fix +vk_platform.h+ conditional logic causing compile failure with some
    Android compilers (internal issue 441).
  * Implement the single-branch model as described above (internal issue


Geeks3D's GPU Tools / FurMark 1.18 released
« on: August 26, 2016, 10:46:42 AM »

Geeks3D's GPU Tools / GPU Caps Viewer 1.31.0 released
« on: August 26, 2016, 10:45:41 AM »

Geeks3D's GPU Tools / GPU Shark 0.9.10 released
« on: August 26, 2016, 10:44:59 AM »

3D-Tech News Around The Web / NVIDIA R367.44 for Linux
« on: August 26, 2016, 08:57:04 AM »
NVIDIA graphics driver R367.44 for Linux and FreeBSD.

- Linux 64-bit
- Linux 32-bit
- Linux 32-bit ARM
- FreeBSD 64-bit
- FreeBSD 32-bit


Added support for the following GPUs:
    TITAN X (Pascal)
    GeForce GTX 1060 6GB
    GeForce GTX 1060 3GB

Fixed a regression that caused applications using indirect GLX to crash.

Fixed a regression introduced in 367.35 that caused the first modeset of the X server to display blank if the features requested in the X configuration file enabled the X driver's composition pipeline. This would be triggered, e.g., by MetaMode tokens such as ForceCompositionPipeline, ForceFullCompositionPipeline, Rotation, Reflection, and Transform.

Never tested EVGA's PSUs but they have good reputation and the Supernova 750 G2 should do the job perfectly.

Downloads added:

- VS2015 Redistributable Update 3 (32-bit):

- VS2015 Redistributable Update 3 (64-bit):

yes it looks like a PSU issue. If FurMark resets your PC instantaneously, it's often caused by the PSU. Thermaltake has good PSUs but I already had some issues with them. The best are Corsair's. Try the Corsair AX760i. I have the AX860i and it's fantastic PSU. It handles all my graphics cards without problems (some of them can draw up to 500W!) and is very quiet.

Let us know.

3D-Tech News Around The Web / PC GPU Performance Hot Spots
« on: August 11, 2016, 04:13:45 PM »
Game developers shipping titles for PC and consoles are faced with many interesting rendering optimization challenges. The GPU cost of techniques like tile-based lighting or the CPU cost of the rendering API are going to impact performance very differently based on which platform is being used.


In this article I’ll be giving a select overview of some of the most impactful performance optimizations and considerations I’m frequently encountering when analyzing PC games. I won’t be diving deep into each topic; instead each section is meant to be a starting point and I’ll be providing references to existing material which will go into much more detail.


Quadrilateral Cowboy is a first-person video game about hacking and heists. Quadrilateral Cowboy uses a modified version of id Software's idTech4 engine. It uses iodoom3 as its code base (source).

- Quadrilateral Cowboy source code (ZIP)

- Quadrilateral Cowboy release trailer

3D-Tech News Around The Web / The Linux Kernel Hidden Inside Windows 10
« on: August 06, 2016, 11:34:04 AM »
Architectural overview of the Windows Subsystem for Linux:

- The Linux Kernel Hidden Inside Windows 10 - 60-page PDF

- Pico Process Overview

- Windows Subsystem for Linux Overview

Pico processes and drivers provide the foundation for the Windows Subsystem for Linux, which runs native unmodified Linux binaries by loading executable ELF binaries into a Pico process’s address space and executes them atop a Linux-compatible layer of syscalls.

3D-Tech News Around The Web / AGAA: Aggregate G-Buffer Anti-Aliasing
« on: August 06, 2016, 10:50:11 AM »
We  present  Aggregate  G-Buffer  Anti-Aliasing  (AGAA),  a  new
technique for efficient anti-aliased deferred rendering of complex
geometry using modern graphics hardware.  In geometrically com-
plex situations where many surfaces intersect a pixel, current ren-
dering systems shade each contributing surface at least
once per pixel.  As the sample density and geometric complexity increase,
the shading cost becomes prohibitive for real-time rendering. Under
deferred shading, so does the required framebuffer memory.  Our
goal is to make high per-pixel sampling rates practical for real-time
applications by substantially reducing shading costs and per-pixel
storage compared to traditional deferred shading.  AGAA uses the
rasterization pipeline to generate a compact, pre-filtered geometric
representation inside each pixel.   We shade this representation at
a fixed rate, independent of geometric complexity.  By decoupling
shading rate from geometric sampling rate, the algorithm reduces
the storage and bandwidth costs of a geometry buffer, and allows
scaling to high visibility sampling rates for anti-aliasing.  AGAA
with  2  aggregates  per-pixel  generates  results  comparable  to 
32X MSAA,  but  requires  54%  less  memory  and  is  up  to  2.6X

15-page PDF:

If you’re reading this and you’re a software developer, you’re probably running some services locally. Redis, Memcached, and Elasticsearch are software products that many rely on. What you might not know, is that these locally running services are accessible by any website you visit, making it possible for bad guys to steal the data you have locally!


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