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Messages - JeGX

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41
English forum / Re: How to use mouse-click
« on: January 25, 2016, 08:36:52 PM »
Indeed I just noticed that there is no a code sample focused on the mouse (while there is a keyboard/ folder in the code sample pack). The mouse is used in many code samples so browsing the code sample pack is a solution. Another faster solution is to look at the libs folder shipped with GeeXLab.

In GeeXLab/libs/lua/ there are several Lua files that use the mouse, like this one: gx_cam_lib_v2.lua

Anyway, you have found the solution and that's the important thing!

42
Nice background for GL-Z, is it a simple image or shader?

43
Quote
Seeing some really impressive improvements on early Vulkan drivers with native code, will win big when Unity and Unreal get support.

Tweet: https://twitter.com/ID_AA_Carmack/status/689248999845437441

Via: Developer of Doom and Quake, John Carmack, Says Vulkan Shows Great Promise



44
English forum / Clock demo for the Raspberry Pi
« on: January 08, 2016, 02:55:57 PM »

45
3D-Tech News Around The Web / The Oculus Rift costs $600
« on: January 06, 2016, 08:20:09 PM »
You can now pre-order the Rift here: https://shop.oculus.com/

The VR headset is priced at USD $599 without tax and shipping.
Depending on your country, the final price can reach $700...



46
Quote
Twitter is building a new feature that will allow users to tweet things longer than the traditional 140-character limit, and the company is targeting a launch date toward the end of Q1, according to multiple sources familiar with the company’s plans. Twitter is currently considering a 10,000 character limit, according to these sources. That’s the same character limit the company uses for its Direct Messages product, so it isn’t a complete surprise.

Source: http://recode.net/2016/01/05/twitter-considering-10000-character-limit-for-tweets/

47
English forum / Intro to Direct3D 12 Programming with GeeXLab
« on: January 05, 2016, 05:49:24 PM »
An introduction to Direct3D 12 programming with GeeXLab has been published here:

http://www.geeks3d.com/hacklab/20160105/introduction-to-direct3d-12-programming-with-geexlab/

This intro covers the basic things allowing to draw a simple RGB triangle.



48
English forum / GeeXLab 0.9.3.0 released
« on: January 05, 2016, 05:46:09 PM »
GeeXLab 0.9.3.0 for Windows has been released. More information about this new version can be found here:

http://www.geeks3d.com/hacklab/20160105/geexlab-0-9-3-0-released-for-windows/

49
Quote
NVIDIA DRIVE PX 2 allows the automotive industry to use artificial intelligence to tackle the complexities inherent in autonomous driving. It utilizes deep learning on NVIDIA's most advanced GPUs for 360-degree situational awareness around the car, to determine precisely where the car is and to compute a safe, comfortable trajectory.
...
Created to address the needs of NVIDIA's automotive partners for an open development platform, DRIVE PX 2 provides unprecedented amounts of processing power for deep learning, equivalent to that of 150 MacBook Pros.

Its two next-generation Tegra  processors plus two next-generation discrete GPUs, based on the Pascal architecture, deliver up to 24 trillion deep learning operations per second, which are specialized instructions that accelerate the math used in deep learning network inference. That's over 10 times more computational horsepower than the previous-generation product.

Links:

- NVIDIA Boosts IQ of Self-Driving Cars With World's First In-Car Artificial Intelligence Supercomputer

- NVIDIA's Deep Learning Car Computer Selected by Volvo on Journey Toward a Crash-Free Future

- Automotive Innovators Motoring to NVIDIA DRIVE

- NVIDIA Accelerates Race to Autonomous Driving at CES





 

50
3D-Tech News Around The Web / NVIDIA GeForce GTX VR Ready Program
« on: January 04, 2016, 03:22:05 PM »
Quote
The VR Ready Program will be a new branding/badging initiative from NVIDIA, that similar to past branding initiatives, is being created to label components and systems that the company considers to be VR ready. NVIDIA’s press release notes that they see a need to make it clearer to consumers which systems and components will be suitable for VR, which is why they are launching this program. Meanwhile more pragmatically speaking, this is also the latest effort by NVIDIDA to build up an ecosystem around VR and head mounted displays, as the company sees VR as a major market for high-end GPUs in 2016 and beyond.

Links:
- http://www.geforce.com/hardware/technology/vr/vr-ready-program

- http://www.anandtech.com/show/9894/nvidia-announces-the-geforce-gtx-vr-ready-program

51
English forum / Lua: float to integer
« on: December 31, 2015, 02:02:57 PM »
A short article about float to integer conversion in Lua 5.3:

http://www.geeks3d.com/hacklab/20151231/lua-float-to-integer/

52
English forum / Re: GeeXLab incompatible with Python 2.7.11 on Windows?
« on: December 31, 2015, 01:56:04 PM »
I added a new command line option in GeeXLab 0.9.2.0 that fixes the issue. The /python_home parameter allows to specify the home directory of Python. More information here:

http://www.geeks3d.com/hacklab/20151231/geexlab-0-9-2-0-for-windows-available/

53
English forum / GeeXLab 0.9.2.0 released for Windows
« on: December 31, 2015, 01:54:10 PM »
GeeXLab 0.9.2.0 for Windows has been released. More information about this new version can be found here:

http://www.geeks3d.com/hacklab/20151231/geexlab-0-9-2-0-for-windows-available/




54
English forum / Re: GeeXLab incompatible with Python 2.7.11 on Windows?
« on: December 22, 2015, 02:53:32 PM »
I confirm the bug with Python 2.7.11. I will try to recompile the plugin with the new sdk, maybe that will fix the bug.

55
English forum / Re: How to handle "texture2DGradEXT"
« on: December 22, 2015, 02:48:15 PM »
texture2DGradEXT can be replaced by textureGrad in OpenGL 3.2+ (#version 150 in the GLSL shader). But I didn't manage to run the demo on my GTX 960. There is something else in the pixel shader that is not appreciated by the GTX 960.

56
English forum / Re: GeeXLab incompatible with Python 2.7.11 on Windows?
« on: December 22, 2015, 02:45:05 PM »
I'm testing geexlab with python 2.7.11 + win10...

 

57
3D-Tech News Around The Web / Making Games with Python on the Raspberry Pi
« on: December 11, 2015, 03:00:51 PM »
Quote
While countless millions of us take great pleasure spending hours racking up high
scores in our favourite games, few of us are ever exposed to the delights of making them in the
first place. It’s far from easy, but learning to code your own shoot-’em-up is infinitely more satisfying
than beating any end-of-level boss.

Although this book is designed to help you learn many of the essential skills you’ll need to make
games with Python and Pygame on your Raspberry Pi, it’s by no means definitive. Frankly, you could
read a dozen books on the subject and still not have the skills you need to succeed. As with most things,
nothing replaces good old-fashioned practice. I should know: I have 30 cookery books lining my shelf
and I still burnt my toast this morning.

Making games is a brilliant way to learn to code, though, so I hope this book helps you to get started
on your next big adventure.

Links:
- Essentials_Games_v1.pdf
- MAKE GAMES WITH PYTHON – THE LATEST E-BOOK IN THE MAGPI ESSENTIALS RANGE!

58
English forum / Re: GeeXLab 0.9.1.0 released
« on: December 11, 2015, 01:59:54 PM »
I just published a post that should help you to get iDate in your demos:

http://www.geeks3d.com/hacklab/20151211/lua-date-and-time-shadertoy-idate/


For the cubemap, you can do it yourself  directly in the demo. To load a cubemap (6 images) use this code:
Code: [Select]
local pf = 3
local abs_path = 0
cubemap = gh_texture.create_cube_from_file("./data/skybox08_posx.jpg", "./data/skybox08_negx.jpg", "./data/skybox08_posy.jpg", "./data/skybox08_negy.jpg", "./data/skybox08_posz.jpg", "./data/skybox08_negz.jpg", pf, abs_path, 0)

To use a cube map in a Shadertoy demo (the cubemap is bound to the sampler iChannel1 in the Shadertoy pixel shader):
Code: [Select]
gh_texture.bind(tex0, 0)
gh_texture.bind(cubemap, 1)
gh_texture.bind(tex2, 2)

gh_gpu_program.bind(shadertoy_prog)
gh_gpu_program.uniform1f(shadertoy_prog, "iGlobalTime", elapsed_time)
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel0", 0);
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel1", 1);
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel3", 2);


The cubemap is defined as follows in a shadertoy demo:
Code: [Select]
uniform sampler2D iChannel0;
uniform samplerCube iChannel1;
uniform sampler2D iChannel3;

There is a shadertoy demo in the code sample pack that uses cubemaps:
host_api/GLSL_ShaderToy/cells.xml

59
I found the solution and now we can fully control the opacity of the window. Available in GeeXLab 0.9.1.0+. I posted an article about that topic:

http://www.geeks3d.com/hacklab/20151207/how-to-control-the-window-opacity-on-the-raspberry-pi/

60
English forum / How to Control the Window Opacity on the Raspberry Pi
« on: December 07, 2015, 12:28:39 PM »
Here is an article about how to control the opacity of the 3D window on the Raspberry Pi:

http://www.geeks3d.com/hacklab/20151207/how-to-control-the-window-opacity-on-the-raspberry-pi/




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