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Messages - JeGX

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English forum / GeeXLab released
« on: December 04, 2015, 07:44:16 PM »
GeeXLab for Windows is available:

Versions for other OSes will be available very soon.

3D-Tech News Around The Web / Re: Shadertoy/GeeXLab - La calanque
« on: December 04, 2015, 07:41:57 PM »

Less than 30 FPS on my GTX 960 in 800x480...

English forum / From GLSL Hacker to GeeXLab
« on: December 04, 2015, 07:38:07 PM »
GLSL Hacker project has been stopped and GeeXLab project has been reactivated.

Here are some explanations:

English forum / Re: Shadering Chameleon V2.0 vs. Intel graphics
« on: December 04, 2015, 07:34:42 PM »
I'll try to check this demo later. Probably an bug in Intel desktop OpenGL driver...

Similar graphics bugs:,3928.0.html

3D-Tech News Around The Web / NVIDIA R359.12 Hotfix Driver
« on: December 03, 2015, 11:17:22 AM »
R359.12 is a GeForce Hot Fix driver that addresses game crashes on certain GeForce GTX 860M notebooks.

- win10 64-bit
- win10 32-bit

- win7 / win8 64-bit
- win7 / win8 32-bit


Oculus VR is going to make a “special announcement” this Thursday during The Game Awards, which is an annual livestreaming show that attempts to recognize excellence in game development.


3D-Tech News Around The Web / Warsow 2.0 released
« on: December 01, 2015, 01:55:54 PM »
Warsow is set in a futuristic cartoonish world where rocketlauncher-wielding pigs and lasergun-carrying cyberpunks roam the streets. It is a completely free, fast-paced first-person shooter (FPS) for Windows, Linux, and Mac OS X.

- Warsow 2.0 blog post
- Downloads
- Source code

3D-Tech News Around The Web / Visual Studio 2015 Update 1 - v140_xp
« on: December 01, 2015, 01:16:17 PM »
Perfect update, it's exactly what I need to target Windows XP platforms:

3D-Tech News Around The Web / Visual Studio 2015 Update 1
« on: December 01, 2015, 12:23:08 PM »
Today, we are happy to announce the release of Visual Studio 2015 Update 1. This release includes our latest feature and functionality updates.

- Release notes
- VS2015 Update 1 DOWNLOAD

GameDevDaily is a new blogging / knowledge sharing platform for professional game developers.

Hi. I’m Forrest Smith and welcome to GameDevDaily. GameDevDaily is a curated platform for sharing knowledge with professional game developers. It’s heavily inspired by Mike Acton’s AltDevBlogADay which enabled and inspired many developers, including myself, to start writing.


English forum / Re: GeeXLab GPU program live-updater bug
« on: November 21, 2015, 01:33:31 PM »
Weird, I just tested and it's the opposite: a blank line is inserted at the start. I will check that strange behavior.

And yes, opening a shader code requires more clicks than for a script code. Don't ask me why... ;)

English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 17, 2015, 09:09:45 PM »
Great! Does this fix the scrambled order of the position components?

Yes, the issue should be fixed.

English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 17, 2015, 04:01:59 PM »
I found another bug in gh_vertex_pool.vertex_set_position() and gh_vertex_pool.vertex_set_color().

Now the grid deformer demo works fine in Python.

In your code, you mix vb_set_vertex_position and vertex_get_position:

gh_vertex_pool.vertex_set_position() writes to CPU memory and gh_vertex_pool.vertex_get_position() reads from CPU memory.

gh_vertex_pool.vb_set_vertex_position() writes directly to GPU memory and gh_vertex_pool.vb_get_vertex_position() reads from GPU memory.

That's why the position you have written with gh_vertex_pool.vb_set_vertex_position() can't be read with gh_vertex_pool.vertex_get_position().

I will release a new geexlab asap (today I hope).

English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 17, 2015, 01:54:43 PM »
I will code a little demo in Python to check your issue. I let you know asap.

English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 17, 2015, 01:09:22 PM »
If you need to set the position of particles once (in an INIT script for example), use that code:

Code: [Select]
num_particles = 100
vp = gh_vertex_pool.create(num_particles)

for i=0, num_particles-1 do
    local x = ...
    local y = ...
    local z = ...
    gh_vertex_pool.vertex_set_position(vp, i, x, y, z, 1)

You can also use gh_vertex_pool.vertex_set_position() in a FRAME script.

If you need to update the position more frequently (FRAME script), you can update the position of particles in GPU memory with GPU mapping:

Code: [Select]

num_particles = 100
vp = gh_vertex_pool.create(num_particles)


for i=0, num_particles-1 do
    local x = ...
    local y = ...
    local z = ...
    gh_vertex_pool.vb_set_vertex_position(vp, i, x, y, z, 1)


Both methods work in an INIT or FRAME script.

English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 17, 2015, 12:28:32 PM »
oops, I didn't see your post.
Let me check.

The streets of downtown Austin, just cleared of music festival attendees and auto racing fans, are now filled with enthusiasts of a different sort. This year the city is host to SC15, the largest event for supercomputing systems and software, and AMD is on site to meet with customers and technology partners.  The hardware is here, of course, including industry-leading AMD FirePro™ graphics and the upcoming AMD Opteron™ A1100 64-bit ARM® processor. However, the big story for AMD at the show this year is the Boltzmann Initiative, delivering new software tools to take advantage of the processing power of our products, including those on the future roadmap, like the new “Zen” x86 CPU core coming next year.  Ludwig Boltzmann was a theoretical physicist and mathematician who developed critical formulas for predicting the behavior of different forms of matter. Today, these calculations are central to work done by the scientific and engineering communities we are targeting with these tools.

Finally, for applications already developed in CUDA, they can now be ported into C++. This is achieved using the new Heterogeneous-computing Interface for Programmers (HIP) tool that ports CUDA runtime APIs into C++ code. AMD testing shows that in many cases 90 percent or more of CUDA code can be automatically converted into C++ by HIP. The remainder will require manual programming, but this should take a matter of days, not months as before. Once ported, the application could run on a variety of underlying hardware, and enhancements could be made directly through C++. The overall effect would enable greater platform flexibility and reduced development time and cost.


English forum / Re: gh_vertex_pool.render parameter count wrong?
« on: November 06, 2015, 01:49:19 PM »
Thanks for your feedback, indeed, the recent changes I did in the Lua API are not available in the Python plugin.

gh_vertex_pool.render() has 3 paramerters, the last being the number of particles to render.
The current python function has only two and does not work because the number of particles is set to 0.

And yes, gh_vertex_pool.vb_map() and vb_unmap() are the correct names.

I updated the Python plugin, it will be released as soon as possible. If you are on Windows, I can send you a test version quickly.

3D-Tech News Around The Web / Ray-Tracing Hardware
« on: October 27, 2015, 06:30:09 PM »
As we can see, ray-tracing and rasterization are not mutually exclusive. Simplified variants of ray-tracing are already used for complex lighting effects in games – implemented completely in shaders using simplified, shader-friendly scene representations. And these effects are where ray-tracing hardware could come in handy to replace or extend these shader-based ray-casting hacks with real ray-tracing. This can still use a simplified scene or even the real, high complex scene.


3D-Tech News Around The Web / Making Art with Math:
« on: October 27, 2015, 10:42:31 AM »
Cleary inspired by this one only lets you edit a vertex shader. The vertex shaders main input is just a vertexId that counts vertices.


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