Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JeGX

Pages: 1 ... 18 19 [20] 21 22 ... 30
3D-Tech News Around The Web / TNGViewer Available
« on: February 10, 2010, 07:52:32 AM »
The new version of TNGViewer is out with an advanced cached management and unlimited scrolling in Top Scenes.
TNGViewer is a standalone application for real time 3D interactive presentations.



More links:

General Discussion / Re: Some question ^^
« on: February 09, 2010, 05:00:59 PM »
Is it possible to group multiple meshes in a model using lua script ?
Yes, there is no particular problem.

Or even group multiple models together in the same(local) coordinate space, that would be nice :D
Never tried, but that should work...

General Discussion / Re: Can we get a wiki
« on: February 08, 2010, 09:54:16 AM »
Yes why not...
A wiki is a good idea. I'll try to install one.

General Discussion / Re: Some question ^^
« on: February 08, 2010, 09:47:22 AM »

french : ^^ " J'aimerai texturer un cube avec des textures differentes sur le face , est ce possible ? "   

Sorry for my english i'm french ^^

Pas de pb pour le français mon ami  ;)
Si tu veux parler en FR il te suffit de créer un post en FR. Je fais le support dans les deux langues, aucun problème pour moi.

Mais vu que tu as commencé ce post en english, il va falloir le terminer en english aussi  ;D

General Discussion / Re: Some question ^^
« on: February 08, 2010, 09:44:55 AM »
Actually GeeXLab allows to create a cube with either an single material for all faces or with one material per face.
At least it's things work internally. I have to see if functions to play with the materials of a mesh cube are exposed.

3D-Tech News Around The Web / EVGA GTX275 CO-OP PhysX Edition Review
« on: February 08, 2010, 09:40:27 AM »
NVIDIA and ATI dominate the market for gaming-oriented video cards. But neither company sells video cards directly to the consumer; rather, they produce "reference designs" that are manufactured by a number of "partners". Most partners simply produce the reference design and slap an identifying sticker on the card's cooler; although some might replace the reference design cooler with a quieter or more powerful solution, with few exceptions there's little to distinguish one partner's version of a specific card from another partner's version of the same card. EVGA breaks out of this rut with their EVGA GTX 275 CO-OP PhysX Edition, model 012-P3-1178-TR, which combines NVIDIA GTS250 and GTX275 GPUs on the same card, and Benchmark Reviews takes it around the block to see what it's got.


3D-Tech News Around The Web / GIGABYTE HD5670 Video Card Test
« on: February 03, 2010, 06:13:15 PM »

ATI has always released video cards for just about everyone in every possible price bracket. This normally entails having the most up to date Direct X capabilities on every one of their price bracketed video cards. We all know that Direct X 11 is going to be a reality in our games. Unlike Direct X 10, Direct X 11 is very well optimized and brings to the table a whole slew of newer and exciting features we never have seen before in our games.

What does this have anything to do with ATI releasing affordable video cards? Well, everything. This time around though ATI is releasing a video card that is targeted for people in the sub 100 USD price bracket who just want a video card for their HTPC's or for their casual gaming lifestyle. Gigabyte like many other video card manufacturers has included the 5670 video card into their video card line up. This time Gigabyte has made their 5670 variant overclocked right from the start.

General Discussion / Re: Sailfish OpenCL fluid simulation
« on: January 22, 2010, 02:57:00 PM »
In GPU Caps OpenCL demos I don't use compiler options with AMD because AMD's CL doesn't support them yet. Only  NV supports them (like -cl-fast-relaxed-math).

But I'm really busy and currently I don't have time to look at this cool python lib.

Have you tried this lib with GeeXLab ? I guess some functionalities will be missing in GeeXLab, but try to have a look (and it will be easier for me to play with a GeeXLab project).

3D-Tech News Around The Web / Windows hole discovered after 17 years
« on: January 21, 2010, 09:38:11 PM »

Microsoft isn't having an easy time of it these days. In addition to the unpatched hole in Internet Explorer, a now published hole in Windows allows users with restricted access to escalate their privileges to system level – and this is believed to be possible on all 32-bit versions of Windows from Windows NT 3.1 up to, and including Windows 7. While the vulnerability is likely to affect home users in only a minor way, the administrators of corporate networks will probably have their hands full this week.

The problem is caused by flaws in the Virtual DOS Machine (VDM) introduced in 1993 to support 16-bit applications (real mode applications for 8086). VDM is based on the Virtual 8086 Mode (VM86) in 80386 processors and, among other things, intercepts hardware routines such as BIOS calls. Google security team member Tavis Ormandy has found several vulnerabilities in this implementation that allow an unprivileged 16-bit program to manipulate the kernel stack of each process via a number of tricks. This potentially enables attackers to execute code at system privilege level.

3D-Tech News Around The Web / Re: Optix 2
« on: January 21, 2010, 09:35:11 PM »
Thanks my friend for the news.
Don't hesitate to post again if you find other cool news ;)

I posted screenshots here:

3D-Tech News Around The Web / Anti-Aliasing and Subpixel Accuracy
« on: January 21, 2010, 09:31:25 PM »

Anti-Aliasing is a very well known technique used to improve the visual quality of images when displaying them on low resolution devices. It's based on the properties of the human vision. Look at the following picture and try to guess what it means.

Well, it's a word drawn with Anti-Aliasing. In terms of Kotelnikov-Shannon's theorem, the maximal frequency of the image is far above of the Shannon limit.

Now look at the same picture that has normal size and within the context. You easily recognize word “stereo”. However, the pictrures are exactly the same. The first one is just an enlarged version of the last one. This very property allows us to reconstruct missing information on the basis of accumulated experience. Anti-Aliasing doesn't make you see better, it basically makes you brain work better and reconstruct missing details. The result is great. It allows us to draw much more detailed maps for example.

3D-Tech News Around The Web / Follow Bill Gates on Twitter
« on: January 21, 2010, 05:16:25 PM »
... like already 280,000 other followers  ;D



When it comes to gaming frame-rates can make or break the quality of the experience. Despite the fact that the pair of XFX GTX 260 Black Editions did score higher on most of the benchmarks, I do think the HIS Radeon HD5870 may be the better choice if torn between those two choice. As demonstrated in Colin McRae: DiRT 2 SLI doesn't always improve performance. In fact having SLI enabled we can actually see a hit in performance in DiRT 2. That is just one of many games that may experience an effect like that. Add to that the fact that you cut down the overall power consumption of your computer by nearly 200 Watts, in my opinion it is a clear choice. Don't forget to consider the fact that the ATI Radeon 5000 series is currently the only DirectX 11 platform if you are looking to get the best visual experience in the latest DirectX 11 games...

3D-Tech News Around The Web / OpenGL: Uniform Buffers vs Texture Buffers
« on: January 21, 2010, 03:01:55 PM »

Uniform Buffers
- Maximum size: 64KByte (or more)
- Memory storage: usually local memory
- Use case examples: geometry instancing, skeletal animation, etc.

Uniform buffers were introduced in OpenGL 3.1 but are available on driver implementations that don’t conform to the version 3.1 of the standard via the GL_ARB_uniform_buffer_object  extension. As the specification says, uniform buffers provide a way to group GLSL uniforms into so called “uniform groups” and source their data from buffer objects to provide more streamlined access possibilities for the application.

Texture Buffers
Maximum size: 128MByte (or more)
Memory storage: global texture memory
Use case examples: skinned instancing, geometry tesselation etc.

Texture buffers were also became core OpenGL in version 3.1 of the specification but are available also via the GL_ARB_texture_buffer_object extension (or via the GL_EXT_texture_buffer_object extension on earlier implementations). Buffer textures are one-dimensional arrays of texels whose storage comes from an attached buffer object. They provide the largest memory footprint for raw data access, much higher than equivalent 1D textures. However, they don’t provide texture filtering and other facilities that are usually available for other texture types. They represent formatted 1D data arrays rather than texture images. From some perspective, however, they are still textures that are resided in global memory so the access method is totally different than that of uniform buffers’.

3D-Tech News Around The Web / MSI HD 5870 Lightning disassembled
« on: January 21, 2010, 02:58:48 PM »

The card will be designed with overclockers in mind and comes with two 8-pin PCI-Express power connectors for maximum power delivery. It also has easily accessible measuring points for the GPU voltages - a voltmodder's dream.

Without a doubt one of the most highly anticipated releases for 2010 will be the NVIDIA GF100 Fermi graphics card. For nearly a year NVIDIA has told the media and their fans that GF100 is coming and that it will be the best performing graphics card that the world has ever seen. Read on to see what we think after we spend some time with GF100!



For 2010 we have some exciting plans towards Bullet 3.x with support for OpenCL acceleration, binary serialization in a new .bullet file format with improved authoring tools and improved compatibility with Sony PlayStation 3 and other platforms. We plan a new Bullet 2.76 release for January 2010.

3D-Tech News Around The Web / Re: ATI Catalyst 10.1 BETA (8.70) available
« on: January 10, 2010, 04:05:23 PM »
Thanks for the news!!

Downloading.... but the server is overloaded... still one hour to complete the 320MB rar file  ;D

Pages: 1 ... 18 19 [20] 21 22 ... 30