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Messages - JeGX

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English forum / (WIP) Vulkan plugin for GeeXLab: true type fonts
« on: March 30, 2016, 04:36:46 PM »
A very cool feature available in the next update of GeeXLab: a built-in support of True Type Fonts (no plugin required as in the case of the ftgl plugin) that works with all versions of OpenGL (GL2 / GL3+) and, of course, Vulkan.

English forum / (WIP) Vulkan plugin for GeeXLab: texture 2d array
« on: March 30, 2016, 04:14:03 PM »
An array of 2D textures is a simple way to use many textures (all with same dim). Here, a 8-texture array and a single quad rendered 8 times:

This is allegedly the cooler shroud of the new GTX 1080 (codename not confirmed):



And better than GeForce GTX 1080 cooler shroud, here are the shroud screws, essential components to tie the shroud to the VGA cooler!

AMD has published a graphics driver for all Radeon R9 on Linux 64-bit:

AMD Radeon™ Software AMD GPU-PRO Beta Driver – Linux® for Vulkan™ Version 16.15.1013 for Ubuntu 14.04.4​​

    ​Supported APIs:
        ​OpenGL 4.5 and GLX 1.4
        OpenCL 1.2
        Vulkan 1.0
    ​​Basic display features
    Basic power management features
    KMS (Kernel Mode Setting) and ADF (Atomic Display Framework) support
    GPL compliant kernel module
    Install script and Debian packages for Ubuntu 14.04.4

Download and more info:

AMD Radeon Software Crimson Edition 16.3.1 Driver Version 16.15.2111

- Installed or played games sometimes do not show up in the Radeon™ Settings "Gaming" tab.
- Installing via command line may not work for some users. As a workaround please use the default GUI installer.
- Intermittent hang sometimes experienced on UE4 applications.
- Black screen or possible hang after launching Oculus Video Application.
- DirectX 12 application frame rates are no longer locked to the refresh rate of the display panel.

Download page for win7 / win8 and win10:

3D-Tech News Around The Web / Re: Blender 2.77 released
« on: March 21, 2016, 01:23:41 PM »
It seems they updated the link:

At Game Developers Conference in San Francisco, Microsoft held a panel to illustrate the latest advancements in DirectX 12 technology:
  • The adoption of DirectX 12 is huge among developers, with many more games being worked on.
  • Microsoft is working on improving stability and performance of the API.
  • The team is working on a concept called procedural textures, which is a new hardware feature that lets developers vary dynamically the amount of pixels rendered in a particular screen area, controlling performance by varying the image quality of individual parts of a frame independently of the rest of the screen.
  • Shader Model 6 will be implemented, introducing new features.

Read more:

English forum / Re: Quad Tessellation
« on: March 16, 2016, 06:02:34 PM »
I added a new function in the gh_renderer lib to set the number of vertices per patch (GL_PATCH_VERTICES):
Code: [Select]

Every group of 4 vertices of the input mesh is used as patch. All built-in meshes in GeeXLab are triangular meshes, so they won't be rendered properly. You have to build your own meshes using gh_mesh.create_v2() and gh_mesh.alloc_mesh_data(). I added a code sample in the host_api/gl-400-arb-tessellation-shader/ that shows how to build these kind of meshes and how to to quad tess.

Everything will be available in the next (beta) update asap!

English forum / Re: Quad Tessellation
« on: March 16, 2016, 04:38:53 PM »
Let me look at the problem...

Most importantly though the new flagship would not have HBM2 memory. Card is allegedly equipped with 8GB GDDR5X memory, which basically means HBM2 will have to wait for Pascal GP100. Now does it make sense? Technically yes, because mass production of HBM2 modules is not expected to begin sooner than third quarter. FinFET GPU production is probably doing much better than HBM production, so NVIDIA could have taken a safe route that would protect them from any possible issues with HBM production. So rather than wait for new memory chips, NVIDIA is going to use known technology and focus exclusively on new power efficient 16nm FF node.


3D-Tech News Around The Web / Vulkan API specifications 1.0.6 released
« on: March 13, 2016, 03:32:17 PM »
* Bump API patch number and header version number to 6 for this

Github Issues:
  * Define 'invocation group' for compute and graphics shaders. Cleanup
    definition and use of 'workgroup', and add glossary entries (public
    issue 1).
  * Various minor editorial fixes (public issue 33).
  * Clarify locations for block members in the
    <<interfaces-iointerfaces-locations,Location Assignment>>
    section (public issue 45).
  * Editorial fixes for <<commandbuffer-allocation,Command Buffer
    Allocation>> section (public issues 54, 59).
  * Clarify behavior of depth test in the <<fragops-depth,Depth
    Test>> section (public issues 80, 81).
  * Remove discussion of return codes from
    flink:vkGetPhysicalDeviceSparseImageFormatProperties and
    flink:vkGetImageSparseMemoryRequirements, which don't return values
    (public issue 82).
  * Allow flink:vkCmdDrawIndirect and flink:vkCmdDrawIndexedIndirect
    pname:drawCount of 0, as well as 1, when the multiDrawIndirect
    feature is not supported (public issue 88).
  * Remove confusing wording in the <<features-limits,Limits>>
    section describing the slink:VkPhysicalDeviceLimits
    pname:minUniformBufferOffsetAlignment, and
    pname:minStorageBufferOffsetAlignment members as both minimums and
    maximums (public issue 91).
  * Clarified that only the RGB components should be affected in places
    where sRGB is referred to in the spec, such as ASTC formats. Minor
    re-wording to avoid "color space" when actively incorrect, now that
    we refer to the Data Format Spec which actually makes a distinction
    between color space and transfer function (public issue 94).
  * Treat pname:pPropertyCount == 0 consistently in
    flink:vkEnumerateInstanceLayerProperties and
    flink:vkEnumerateDeviceLayerProperties (public issue 99)
  * Cleanup minor editorial issues in chapters 14-17 (public issue 100).
  * Clarify definition of flink:vkEnumerateInstanceExtensionProperties
    and flink:vkEnumerateDeviceExtensionProperties (public issue 101).
  * Define the flink:vkEnumerateInstanceExtensionProperties and
    flink:vkEnumerateDeviceExtensionProperties pname:pLayerName
    parameter to be a pointer to a null-terminated UTF-8 string (public
    issue 101).
  * Rearrange "Missing information" references in mandatory format
    tables (public issue 101).
  * Clarify that the enumerated extensions returned by
    flink:vkEnumerateInstanceExtensionProperties and
    flink:vkEnumerateDeviceExtensionProperties will only include
    extensions provided by the platform or extensions implemented in
    implicitly enabled layers (public issue 101).
  * Miscellaneous editorial fixes. Include the Vulkan spec patch number
    in the PDF title. Fix label on <<fig-non-strict-lines,Non
    strict lines>> diagram. Use more easily distinguished symbols in
    tables in the <<features-required-format-support,Required
    Format Support>> section. Don't require FQDNs used as layer names be
    encoded in lower case if not possible, in the
    <<extensions-naming-conventions, Extension and Layer Naming
    Conventions>> section (public issues 101, 119, 121).

Internal Issues:
  * Fixed excessive spacing in tables in XHTML (internal issue 18).
    applies to secondary command buffers. Previously spec only referred
    to the members of pname:pCommandBuffers being affected by this bit.
    Added a separate slink:VkSubmitInfo Valid Usage restriction
    also applies to any secondary command buffers that are recorded into
    the primary command buffers in pname:pCommandBuffers (internal issue
  * Clarify that slink:VkDeviceCreateInfo::pname:pEnabledFeatures can be
    NULL (internal issue 117).
  * Remove "the value of" where it is redundant (e.g. speaking of an API
    parameter, struct member, or SPIR-V variable, but not when speaking
    of color components) (internal issue 175).
  * Forced patch version to always be 0 in the header. Add a
    "VK_API_VERSION_<major>_<minor>" macro for people to use to do the
    right thing. Add a VK_HEADER_VERSION which captures the header
    release number independent of the spec patch number (internal issue
  * Correct description of
    slink:VkPipelineShaderStageCreateInfo::pname:pName to "a pointer to
    a null-terminated UTF-8 string" (internal issue #197).

Other Commits:
  * Updated DataFormat spec reference to the new date for revision 5 of
    that spec.
  * Fixed KEEP option (to retain LaTeX intermediate files) in the
    Makefile to be included when edited there, as well as set on the
    command line.
  * Reserve and add "VK_IMG_filter_cubic" to the registry, and implement
    script functionality to add and remove validity from existing
    functions. Includes schema and readme changes.
  * Update GL_KHR_vulkan_glsl so push_constants do not have descriptor


Vulkan resource list:

English forum / (WIP) Vulkan plugin for GeeXLab: line width
« on: March 11, 2016, 05:47:36 PM »
Cool, the line width is back with Vulkan!

Line width: 4.0

Line width: 10.0

English forum / Re: GeeXLab command line parameters?
« on: March 11, 2016, 11:40:07 AM »
I will check the command line parameters for the next version and post a new list.

English forum / Re: Fastest way to upload vertices?
« on: March 01, 2016, 03:38:02 PM »
I think the fastest way to upload your vertices is to have functions in the gh_vertex_pool that take a Python array as input. I will add such functions (for positions, colors) asap.

3D-Tech News Around The Web / NVIDIA Pascal architecture at Computex 2016
« on: February 26, 2016, 07:05:22 PM »
NVIDIA GP104, GP100 at Computex 2016?

According to SweClockers’ sources NVIDIA might be ready to unveil its new architecture at Computex 2016 (May 31st –  June 4th). However if any difficulties are met on new TSMC 16nm FinFET process, this launch could transform to paper launch.


English forum / Re: How to use webcam texture in a GLSL Shader
« on: February 26, 2016, 06:37:34 PM »
Thanks for the effect!

copy webcam code from geexlab_code_sample_pack/host_api/webcam/webcam_win32_spout_test.xml ( the other demos didn't work on my rig for some reason)

I think it's because the demo tries to connect to the second webcam. Look for the following line in the INIT script:
Code: [Select]
gh_utils.webcam_start(webcam1, 2)

and replace it by:
Code: [Select]
gh_utils.webcam_start(webcam1, 1)

I have two webcams on my system and I forgot to update the demos.

English forum / (WIP) Vulkan plugin for GeeXLab: textures
« on: February 26, 2016, 05:38:58 PM »
The plugin has some basic texture management. The following demo shows a simple textured quad:

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