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Messages - JeGX

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81
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)
end


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)

gh_vertex_pool.vb_map(vp)

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)
end

gh_vertex_pool.vb_unmap(vp)

Both methods work in an INIT or FRAME script.


82
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.

83
Quote
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.

Link: https://community.amd.com/community/amd-business/blog/2015/11/16/a-defining-moment-for-heterogeneous-computing

84
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.


85
3D-Tech News Around The Web / Ray-Tracing Hardware
« on: October 27, 2015, 06:30:09 PM »
Quote
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.

Link: http://renderingpipeline.com/2015/10/ray-tracing-hardware/



86
3D-Tech News Around The Web / Making Art with Math: vertexshaderart.com
« on: October 27, 2015, 10:42:31 AM »
Quote
Cleary inspired by glslsandbox.com this one only lets you edit a vertex shader. The vertex shaders main input is just a vertexId that counts vertices.

Links:
- http://www.vertexshaderart.com
- https://github.com/greggman/vertexshaderart

87
UP, the credit card computer board for makers powered by Intel Quad Core Atom X5-8300 1.84GHz, running Linux, Windows 10, and Android

Link: http://www.geeks3d.com/20151021/up-a-raspberry-pi-like-computer-with-an-intel-cpugpu/

89
Quote
According to a new report published by 3Dcenter.org, NVIDIA could use GDDR5X memory instead of HBM2 for some of its next-generation Pascal GPUs next year.

...


In case NVIDIA does decide to go with GDDR5X memory on select Pascal GPUs, it makes sense to expect the consumer oriented cards to feature GDDR5X memory while HBM2 may be reserved for enthusiast grade cards such as the GeForce GTX Titan X successor and the high-end Quadro range.

Link:
- http://vr-zone.com/articles/nvidias-pascal-geforce-gpus-utilize-gddr5x-memory/100396.html
- http://www.3dcenter.org/news/hardware-und-nachrichten-links-des-12-oktober-2015

90
3D-Tech News Around The Web / WebGL - Complex Function Plotter
« on: October 12, 2015, 02:51:18 PM »
Quote
This tool allows you to visualize, in real-time, in a browser, how complex functions distort the complex plane, like in the Conformal Pictures Wikipedia entry.

The rendered image is created by evaluating the user-supplied function and then using the results of that function to look up a color in an image which is infinitely tiled over the Complex Plane. By changing the expression in the input field, you can visualize how various functions distort the plane.

Links:

- http://brandonpelfrey.github.io/complex-function-plot/
- https://github.com/brandonpelfrey/complex-function-plot/wiki/Complex-Function-Plotter
- https://github.com/brandonpelfrey/complex-function-plot



91
Quote
With the release of Windows* 10 on July 29 and the release of the 6th generation Intel® Core™ processor family (code-name Skylake), we can now look closer into resource binding specifically for Intel® platforms.

The previous article “Introduction to Resource Binding in Microsoft DirectX* 12” introduced the new resource binding methods in DirectX 12 and concluded that with all these choices, the challenge is to pick the most desirable binding mechanism for the target GPU, types of resources, and their frequency of update.

This article describes how to pick different resource binding mechanisms to run an application efficiently on specific Intel’s GPUs.


Link: https://software.intel.com/en-us/articles/performance-considerations-for-resource-binding-in-microsoft-directx-12

92
3D-Tech News Around The Web / MagPi issue #38 available
« on: September 24, 2015, 01:17:57 PM »
Issue #38 of MagPi, the Raspberry Pi magazine, is available.

Highlights from #38:

-  Build a Raspberry Pi robot for £50 / $75
-  Make a web-powered plant waterer
-  Create music with the Piano HAT
-  Raspberry Pi Touchscreen Display reviewed
-  Spooky Halloween projects
    and much more!

Download page: https://www.raspberrypi.org/magpi/issues/38/

via: https://www.raspberrypi.org/blog/issue-38-of-the-magpi-has-landed/


93
3D-Tech News Around The Web / Direct3D 12 Do's And Don'ts
« on: September 24, 2015, 08:57:31 AM »
Quote
If you have started developing or porting games that use DX12, you have probably realized that it is, in many ways a very different beast when compared to DX11. Lots of responsibility is suddenly being placed on your shoulders.

This responsibility amounts to not only getting things functionally correct but also (amongst other things) mastering multi-threaded command list submission to really get the best performance out of the new API.

There isn’t yet a lot of written advice out there which makes it hard to avoid mistakes other people have already made and hard to benefit from the tricks other developers have mastered to drive DX12 efficiently.

We at NVIDIA have started writing down what we know works well and what doesn’t work well with DX12 and we’d like to share this with you in a living document that will change over time as we learn new things about DX12.

Link:
- https://developer.nvidia.com/dx12-dos-and-donts

94
Yes I know, this demo is included in the code sample pack. What I meant is if you find an OpenGL ES demo with blending for RPi on another website, let me know  ;)

95
GpuTest / Re: Computer shutsdown when running the Furmark GPU stress test
« on: September 17, 2015, 03:40:59 PM »
The shutdown when starting FurMark stress test is a sign of a weak PSU. Try a strong PSU (I use some Corsair CX 750 or AX 860 with my test setups and they are very good) and I bet your FurMark reboots will desappear. In any case, if you find a solution, let us know.

96
English forum / Re: (WIP) Deferred rendering test
« on: September 17, 2015, 03:32:16 PM »
Currently nowhere because it's only a test.  But I could put it in the code sample pack... If you don't see it in the next update of the code sample pack, just drop a message in this forum.

97
This is something I explain at the end of this post:
http://www.geeks3d.com/20150325/glsl-hacker-0-8-2-for-raspberry-pi-released/

The rendering is directly done on the same framebuffer than the desktop, that could explain why alpha blending makes the desktop to appear.
Currently I didn't find a way to fix it.

I your find a RPi demo somewhere on the web that uses alpha blending, let me know.

98
R355.97 exposes the same OpenGL extensions than R355.58 (at least for a GTX970 / GT960).

99
GpuTest / Re: Support for multiple GPU cards on the same host
« on: August 28, 2015, 07:11:34 PM »
On windows, multiple gaming GPUs are only supported on SLI or CrossFire setups (with some minor tweaks in the graphics driver control panel). On OSX, virtual screens should allow to run GpuTest on a specific GPU (I wrote an article about virtual screen here: http://www.geeks3d.com/20131105/mac-os-x-and-opengl-virtual-screens/ ). On Linux, we can launch the test on a specific GPU (with a correct specification of the display:window parameters if I'm not wrong) but there is no command line param in GpuTest for that and I haven't tested this feature yet...

What is your system?


100
English forum / Re: GLSL Hacker 0.8.5.2 available
« on: August 28, 2015, 06:42:47 PM »
I should link the Python plugin with something that is present on every linux distro like  libpython2.7.so. You can still try to copy the Python shared objects in the GLSL Hacker plugin dir and rename one of them in libpython2.7.so.1. That should work...

I will look at this issue for the next Linux update of GLSL Hacker.

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