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Messages - JeGX

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English forum / (WIP) Particle simulator with GL 4.3 compute shaders
« on: June 18, 2014, 01:10:42 PM »
Based on the same code than the particle painter, here are some screenshots of a particle simulator. Around 200'000 particles + 8 attractors are processed by a compute shader (OpenGL 4.3).

English forum / Re: (WIP) Particle Painting, Compute Shader + SSBO
« on: June 18, 2014, 09:24:29 AM »
Updated with some controls:

English forum / (WIP) Particle Painting, Compute Shader + SSBO
« on: June 17, 2014, 10:34:56 PM »
After some hacking and tweaking on a particle simulator (I tool the original code from the OpenGL Programming Guide 8th Edition), I ended up with this unwanted particle painter. Particles are stored on a SSBO and processed by a compute shader.

English forum / Re: (WIP) Deferred rendering test
« on: June 17, 2014, 09:56:01 PM »
Available on Mac OS X too  ;)

English forum / Re: (WIP) Deferred rendering test
« on: June 04, 2014, 03:39:06 PM »
I updated the demo with light spheres technique which drastically improved the framerate. With previous naive technique, the demo ran at around 50FPS for 200 lights, now the demo runs at 300FPS!

I also added the speculars on the torus and sphere:

The speculars have an impact on the FPS ;)

English forum / GLSL Hacker
« on: June 04, 2014, 03:32:46 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit.

You can download it from this page:

Version - 2014.06.04
! updated the OpenGL context creation under Windows and Linux for when
  the required major version is 2.
+ added create_ex_v3() to gh_render_target lib.
+ added uniform_camera_matrices() and uniform_object_matrix() to gh_gpu_program lib.

GLSL Hacker adds new functions used in my deferred rendering tests.

GpuTest / Re: GpuTest 0.7.0
« on: June 02, 2014, 03:05:48 PM »
There is probably an issue with the GPU monitoring plugin and the Intel GPU.

@zzzhhh: could you try to rename the plugins/ folder (the new name does not matter) and restart GpuTest?

English forum / (WIP) Deferred rendering test
« on: May 29, 2014, 09:30:22 PM »
I took some time this afternoon to play a bit with deferred rendering. The last screenshot shows 200 dynamic lights.

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Press release:

The GTX 780 model has double memory: 6GB, while both have 10-phase power design that reduces power noise by 30% and increases efficiency by 15% versus reference designs. The cards are built with DIGI+ VRM and hard-wearing POSCAPs, while the DirectCU-like cooler has been upgraded with ’0dB technology’. When the GPU temp is below 65C the card will run in passive mode with the fans turned off. The large heatsink works to efficiently absorb and dissipate the minimal heat generated by low loads, so while you’re surfing the internet, watching videos, playing light games – your graphics card won’t make a sound.


English forum / Re: GLSL Hacker Keycodes
« on: May 28, 2014, 01:46:54 PM »
The support of shift, ctrl, alt keys are available in GLSL Hacker,3592.0.html

English forum / GLSL Hacker
« on: May 28, 2014, 01:45:59 PM »
A new dev version of GLSL Hacker is ready but only for Windows.

You can download it from this page:

Version - 2014.05.28
* fixed a bug in gh_mesh.set_vertices_color() in Lua.
+ added set_vertices_color() to gh_mesh in Python.
+ added mouse_get_wheel_delta() to gh_input lib.
+ added new keyboard keys support (shift, ctrl, alt and windows key).
+ added keyboard_codes.lua in GLSL Hacker Lua libs folder.
+ added FreeImage plugin with floating point (96 and 128-bit) support.
+ added set_current_image_codec_name() to gh_texture module.

GLSL Hacker adds a new image loader plugin based on FreeImage. To use this plugin, just specify it before loading a texture:

Code: [Select]

tex = gh_texture.create_from_file(...)

If the FreeImage plugin is not present, GLSL Hacker uses the built-in image loader.

English forum / GLSL Transitions
« on: May 24, 2014, 05:16:49 PM »
The  code sample pack has been updated with some cool GLSL transitions intrroduced in this article:

GLSL transitions demos are available in the host_api/GLSL_Transitions/ folder of the code sample pack.


English forum / Re: GLSL Hacker Keycodes
« on: May 24, 2014, 04:33:16 PM »
Thanks for your work!

I planned to post this list but to be honest, I just forgot it  :-[

I checked and your codes are correct. I added the following codes to your list:

Code: [Select]
KC_LEFT_CTRL    = 29
KC_LEFT_ALT     = 56
KC_RIGHT_ALT    = 184
KC_CAPITAL      = 58
KC_SCROLL       = 70

-- Left and right Windows keys.
KC_LWIN         = 219
KC_RWIN         = 220

-- Numeric keypad.
KC_ADD         = 78
KC_NUMLOCK     = 69
KC_NUMPAD1     = 79
KC_NUMPAD2     = 80
KC_NUMPAD3     = 82
KC_NUMPAD4     = 75
KC_NUMPAD5     = 76
KC_NUMPAD6     = 77
KC_NUMPAD7     = 71
KC_NUMPAD8     = 72
KC_NUMPAD9     = 73
KC_NUMPAD0     = 82

I just added a keyboard_codes.lua file in GLSL Hacker lib folder. It will be available with GLSL Hacker

To load the keyboard codes in a demo:

Code: [Select]
lib_dir = gh_utils.get_scripting_libs_dir()
dofile(lib_dir .. "lua/keyboard_codes.lua")

Vendor A has “the most capable GL devs in the industry and the best testing process.” It focuses on OpenGL implementations that work rather than on spec purity. It’s sexy. It’s fun. It’s also the vendor that’s pushing OpenGL as an alternative to Mantle or D3D12.

...this vendor (vendor A) will do things like internally replace entire shaders for key titles to make them perform better (sometimes much better). Most drivers probably do stuff like this occasionally, but this vendor will stop at nothing for performance.

Next up, Vendor B. Vendor B knows the OpenGL spec inside and out and focuses on implementing OpenGL correctly. Unfortunately, Vendor B is characterized as being “a complete hodgepodge, inconsistent performance, very buggy, inconsistent regression testing [and] dysfunctional driver threading…

And Vendor C? Vendor C has two major driver development teams, but doesn’t focus on graphics and is years behind Vendors A and B in implementing basic OpenGL features. It leads the way in open source graphics drivers, and has (mostly) public hardware specs. One driver is years behind but mostly stable as long as you don’t care about performance or features, while the other team’s driver is “a complete disaster…

Vendor A = NVIDIA
Vendor B = AMD
Vendor C = Intel

Complete story:


Forum en français / Filtre de post processing: Toonify
« on: May 24, 2014, 10:03:25 AM »
Voici un petit filtre GLSL sympa qui permet de toonifier ou cartooniser une image:



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