Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JeGX

Pages: 1 2 3 [4] 5 6 ... 29
61
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:

http://www.geeks3d.com/20140523/glsl-shader-library-toonify-post-processing-filter/




65


via

66
English forum / GLSL Hacker 0.6.4.2
« on: May 21, 2014, 11:43:20 AM »
A new dev version of GLSL Hacker is ready but only for Windows and Max OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Changelog:
Quote
Version 0.6.4.2 - 2014.05.19
-----------------------------
+ added emitter_set_spawn_positions() to gh_ps module.
+ added back_face_culling() and front_face_culling() to gh_renderer.
+ added box_create(), box_update_size() and sphere_create() to gh_utils.
+ added update_bounding_volume(), get_bounding_box_size(), get_bounding_sphere_center(),
  get_bounding_sphere_radius(), get_global_bounding_box_size(), get_global_bounding_sphere_center(),
  get_global_bounding_sphere_radius() to gh_object.

I added in the Windows version the PolyGon 3D object viewer in the apps/Polygon3DViewer/ folder.  Launch app_start_polygon_3d_object_viewer.bat to start GLSL Hacker with the Polygon3DViewer. Now you can drop any *.OBJ, *.3DS or *.FBX file.

67
English forum / (WIP) PhysX fluids - overflowing
« on: May 19, 2014, 08:15:58 PM »
A test with PhysX particles (fluid) and collisions with a mesh (a container). The overflowing of fluid is perfectly handled.




68
English forum / Re: (WIP) - PolyGon 3D Object Viewer
« on: May 18, 2014, 01:22:44 PM »
V0.2.0: I added the drag n drop of an image file to texture the model.



69
English forum / (WIP) - PolyGon 3D Object Viewer
« on: May 17, 2014, 10:33:16 PM »
Here are the first screenshots of PolyGon, a 3D object viewer coded with GLSL Hacker.

Under Windows, just drag and drop any 3D object file (*.3ds, *.obj, *.fbx) and is displayed with some basic info.
Drag and drop is managed by DRAG_N_DROP scripts (currently under Windows only).





70
English forum / GeForce GTX LED Logo Demo
« on: May 16, 2014, 04:17:55 PM »
There is a new demo in the code sample pack that shows how to control the LED logo of recent GeForce GTX cards.

The demo is available in the host_api/GEFORCE_GTX_LED/ folder.




The GEFORCE GTX LED is managed by three functions in the gh_gml module:

- gh_gml.geforce_logo_is_illumination_supported()
- gh_gml.geforce_logo_get_illumination()
- gh_gml.geforce_logo_set_illumination()

Here is a code snippet in Lua that checks the support of LED logo and sets the illumination to the max (min=0,  max=100):

Code: [Select]
gpu_index = 0  -- first GPU
if (gh_gml.geforce_logo_is_illumination_supported(gpu_index) == 1) then
  gh_gml.geforce_logo_set_illumination(gpu_index, 100)
end



71
English forum / Mesh PQ Torus Knot demo
« on: May 16, 2014, 02:21:24 PM »
GLSL Hacker 0.6.4.1 adds the creation of PQ torus knot. A demo is available in the host_api/Mesh_PQTorusKnot/ folder of the code sample pack.

A gallery of various PQ torus knots is available here:
http://www.geeks3d.com/20140516/pq-torus-knot/

The following code:
Code: [Select]
steps = 1024
facets = 32
scale = 4.0
thickness = 0.5
clumps = 0
clump_offset = 0
clump_scale = 0.0
u_scale = 2
v_scale = 32
P = 3
Q = -7
pqtorus = gh_mesh.create_pqtorus(steps, facets, scale, thickness, clumps, clump_offset, clump_scale, u_scale, v_scale, P, Q)

will create this torus knot:






72
English forum / GLSL Hacker 0.6.4.1
« on: May 16, 2014, 01:44:34 PM »
A new dev version of GLSL Hacker is ready but only for Windows and Max OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Changelog:
Quote
Version 0.6.4.1 - 2014.05.15
-----------------------------
+ added OpenGL 4.0 shader subroutines support (gh_gpu_program.set_uniform_subroutine()).
+ added get_capability_4i() to gh_renderer.
+ added create_pqtorus() to gh_mesh.
+ added actor_add_force(), actor_add_force_at_position() and actor_set_kinematic_target()
  to gh_physx3 lib (lua/python).
* fixed a bug in AntTweakBar functions when the AntTweakBar plugin is not loaded.
+ added set_simulation_scales() to gh_physx3 lib (lua/python).

73
English forum / GLSL compiler: NVIDIA vs AMD vs Intel
« on: May 15, 2014, 02:13:05 PM »
Here is a thread where I store issues I encounter with NVIDIA, AMD and Intel GLSL compilers.


The following GLSL line is accepted by NVIDIA compiler (R337.50) but generates an error with Intel and AMD compilers:
Code: [Select]
  vec3 tc = vec4(0);

Of course the right line is
Code: [Select]
  vec3 tc = vec3(0);

74
English forum / Re: GLSL Hacker 0.6.3.19 released
« on: May 14, 2014, 08:30:43 AM »
Stefan, could you try to start GLSL Hacker without the TCP/IP server (used for remote live coding)?

To disable the tcpi/ip server, just add /disable_tcpip_server to the command line:
Code: [Select]
> GLSLHacker.exe  /disable_tcpip_server



75
English forum / Wireframe, solid and point rendering modes
« on: May 10, 2014, 12:07:00 PM »
Three new handy functions have been added to the renderer module: solid(), wireframe() and point(). These functions make it possible to quickly change the polygon rendering mode:

Wireframe mode:
Code: [Select]
gh_renderer.wireframe()

Solid mode:
Code: [Select]
gh_renderer.solid()

Point mode:
Code: [Select]
gh_renderer.point()

76
Forum en français / Mode fil de fer (wireframe), point et plein
« on: May 10, 2014, 12:04:18 PM »
trois petites fonctions pratiques ont été ajoutées au module renderer: solid(), wireframe() et point(). Ces deux fonctions permettent de changer en un clin d'oeil le mode de rendu des triangles:

Pour passer en mode fil de fer ou  wireframe
Code: [Select]
gh_renderer.wireframe()

Pour passer en mode plein (ou solid)
Code: [Select]
gh_renderer.solid()

Pour passer en mode point
Code: [Select]
gh_renderer.point()


78
English forum / OpenGL 4.4 Bindless textures
« on: May 09, 2014, 04:01:21 PM »
The code sample pack includes now two simple demos of OpenGL 4.4 bindless textures:  host_api/GLSL_Bindless_Textures_OpenGL44/

The first demo uses two textures and shows how to set them as resident ( gh_texture.bindless_make_resident )
and how to read them from a pixel shader:


The second demo loads a pack of 32 textures and performs caustic animation.  The demo shows how to read an array of bindess textures in a pixel shader:





79
English forum / AntTweakBar plugin
« on: May 09, 2014, 03:27:18 PM »
AntTweakBar support has been added to GLSL Hacker.
This support is currently limited to Lua scripts. Here is a quick overview of how to use the new ATB functions:




INIT script:
Code: [Select]
bar1 = gh_utils.twbar_create("TweakBar")

x = 0
gh_utils.twbar_add_var_float(bar1, "x")



FRAME script:
Code: [Select]
gh_utils.twbar_update()

-- Now the x var is updated and ready for use:
--
gh_utils.font_render(font, 10, 40, 1.0, 1.0, 1.0, 1.0, "x = " .. x)


gh_utils.twbar_draw()



A demo is available in the code sample pack: host_api/AntTweakBar/

The AntTwekBar plugin is available for Windows, Linux and Mac OS X:







80
So far the PhysX 3 plugin was available for the Windows and OS X versions of GLSL Hacker only. A linking issue under Linux prevented from releasing this plugin. But thanks to the great tech support from NVIDIA, I managed to link the plugin with PhysX 3 libs. Cool!

GLSL Hacker v0.6.3.19 is the first version available with the PhysX plugin for Linux.

All PhysX code samples are available in the code sample pack: host_api/PhysX3/











Pages: 1 2 3 [4] 5 6 ... 29