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Messages - JeGX

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3D-Tech News Around The Web / Download Zone - Latest Updates (2016.02.18)
« on: February 18, 2016, 03:09:37 PM »
Download Zone:

New update:
- Cmder 1.2.9

English forum / Raspberry Pi OpenGL 2.1 support tested
« on: February 15, 2016, 09:16:32 PM »
The new support of OpenGL 2.1 added to Raspbian Jessie has been tested with the latest GeeXLab

English forum / GeeXLab released
« on: February 15, 2016, 09:14:01 PM »
GeeXLab has been released for all platforms, including Raspberry Pi with OpenGL 2.1 support. The complete story is available here:

3D-Tech News Around The Web / Re: Download Zone - Latest Updates
« on: February 15, 2016, 09:10:54 PM »
Thanks guys, I will test and add them to the download zone if they are relevant.

I like the list a lot :) It looks almost like the list of my favorites, except just:

- FastStone Image Viewer - IMHO best image browser. Freeware (not for commercial use). XnView is also a good alternative.

- foobar2000 - music player. Previously I used Aimp, which looks more like lightweight version of Winamp.

- jEdit - my favorite plain text editor. Very powerful. Its only drawback: it's written in Java :)

- WinDirStat - shows statistics and draws treemap of disk usage.

Looks like you posted in the wrong thread  ;D
Maybe you could repost here: Download Zone - Latest Updates
and delete this post.

Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and asked yourself where you can find some more background information – search no more, we’ve got you covered. Today, we’ll be looking at command lists, a feature which is only present in explicit APIs that expose fairly directly the DMA command buffer architecture of most modern 3D hardware.


The most important fact about command lists is that they can be recorded from multiple threads. This is one of the major advantages of Direct3D 12 and Vulkan over previous APIs. Optimal performance will be achieved by using as many CPU threads as there are available to record command lists. There are no hidden driver threads in Direct3D 12 and Vulkan that could interfere with you – all the threading performance comes directly from the application.



EASTL stands for Electronic Arts Standard Template Library. It is a C++ template library of containers, algorithms, and iterators useful for runtime and tool development across multiple platforms. It is a fairly extensive and robust implementation of such a library and has an emphasis on high performance above all other considerations.


Ion is a portable suite of libraries and tools for building client applications,
especially graphical ones. It is small, fast, and robust, and is cross-platform
across many platforms and devices, including desktops, mobile devices, browsers,
and other embedded platforms.

Why Use Ion?
* Small: < 500k binary size on mobile platforms, often much smaller
* Powerful: Tools for faster productivity when developing applications
  * Robust, portable application infrastructure aids in:
  * Object lifetime management
  * Memory allocation
  * Application start-up and static instances
  * Threading
  * Run-time setting editing
  * Automatic performance instrumentation
  * More!
* Tools for graphics:
  * Analyze graphics scenes to find performance bottleneck
  * Trace all OpenGL calls and examine their arguments
  * Use scene resources in multiple contexts, automatically
  * Run-time graphics state introspection
  * Run-time shader editing: change your shaders and immediately see the results
* Fast graphics: Minimal overhead between your application and OpenGL / ES
* Tested: Well-tested and facilitates testing your application
  * ~100% test coverage
  * Black- and white-box tested, unit tests and integration tests
  * Mock implementation of OpenGL API allows direct renderer unit tests and
  * Integrated Remote: extensible API allows changing arbitrary application
    settings on-the-fly for faster development, testing, and debugging
* Cross-platform:
  * Desktop: Linux, Mac OSX, Windows (OpenGL)
  * Handheld: Android (ARM, x86 MIPS), iOS (ARM and x86), and their 64-bit
  * Browser: Emscripten/asm.js, NaCl / pNaCl
* Cross-functional
  * Used by many teams across Google, running on billions of devices through
    multiple Google products


3D-Tech News Around The Web / Videogames released since 1971
« on: February 09, 2016, 09:11:05 AM »
Mobygames stats released on January 15 2016:


English forum / Re: Shadertoy multipass demos
« on: February 08, 2016, 10:18:11 PM »
The multipass framework seems to work fine now:

- Elephant demo:

- Radial blur:

- 2D cloth:

I'll try to post it tomorrow with more samples...  :P

3D-Tech News Around The Web / Re: Shadertoy - Elephant
« on: February 07, 2016, 08:34:17 PM »

English forum / Shadertoy multipass demos
« on: February 07, 2016, 08:33:15 PM »
I'm preparing a small framework (Lua) for Shadertoy multipass demos.

This simple (and pleasing) multipass demo works fine in GeeXLab:

English forum / GeeXLab released
« on: February 07, 2016, 05:45:05 PM »

3D-Tech News Around The Web / Re: Shadertoy - Elephant
« on: February 07, 2016, 05:43:25 PM »

Excellent, but i don't know how to port those multipass shaders to GeeXLab  :-[

I will work on it, GeeXLab should have all we need to port Shadertoy MP shaders...

English forum / NanoVG + GeeXLab on Raspberry Pi
« on: February 05, 2016, 04:29:53 PM »
NanoVG + GeeXLab work fine on Raspberry Pi:

English forum / How to build User Interfaces and 2D Shapes with NanoVG
« on: February 05, 2016, 04:28:07 PM »
The support of NanoVG is one of the latest features of GeeXLab Here is a tutorial to use new NanoVG functions of GeeXLab:

3D-Tech News Around The Web / Vulkan Memory Management
« on: February 05, 2016, 03:51:00 PM »
Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.


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