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.


Topics - Stefan

Pages: 1 [2] 3 4 ... 145
21
3D-Tech News Around The Web / AMD teases R300 picture quality
« on: June 12, 2015, 03:52:18 PM »
Quote
AMD Radeon Graphics@AMDRadeon

While we’re all waiting for June 16th to come, here’s something the team has been working on. Check it out! http://ow.ly/OcGlm

Actually it's a screenshot from Bioshock Infinite in 7680x4320

Just in case you have no 8K monitor handy, you have to shrink the screenshot somehow.


22
3D-Tech News Around The Web / Blender 2.75 RC
« on: June 12, 2015, 03:10:41 PM »
Blender 2.75 RC

We are finishing work on a massive 2.75 release. The official Release Candidate is available now! Please help testing it and report issues to the bug tracker.
Among new features are AMD OpenCL rendering and stereo/multiview support!

23
3D-Tech News Around The Web / Unity 5.1 is here
« on: June 12, 2015, 03:09:34 PM »
Unity 5.1 is here

Drumroll please! Unity 5.1 is ready for you to download, thereby extending Unity 5’s power, efficiency and multiplatform support.
...
So, what’s new in Unity 5.1?
The Unity 5.1 release builds on two key Unity 5 strengths: industry-leading multiplatform support, and unmatched efficiency boosted in the cloud. Amongst other things, it brings you a new unified development experience for VR platforms like Oculus Rift and our easy to use Unity Multiplayer networking solution.
...
Across the board improvements
Every release gives us the opportunity to improve the overall quality of our code base. Beyond the bug fixes we’ve done for our weekly patch releases, we’ve fixed over 170 bugs in Unity 5.1.
Additionally, we’ve made over 70 smaller improvements to API usabilities and workflows, with a focus on 2D and animation features. Another significant refactor sees us introduce a new unified OpenGL rendering backend. This helps us eliminate the numerous code paths between devices, and has made analyzing and fixing mobile rendering bugs significantly easier.
As well as introducing our own quality improvements, we also wanted to assist you in improving your game code. With that in mind, we’ve added a Runtime Assertion Library.

24
English forum / 200 demos converted and counting...
« on: June 10, 2015, 07:54:10 PM »
Instead of making further single forum topics, i'll add new demos here in future.

Download 200 converted demos here
Incl. some WIP demos that compile successfully, but fail to render properly.
Sort by date to catch the recently converted ones and don't forget to copy the textures.

All texture cubes are linked to the only one that comes with MadShaders.
No music, no keyboard support yet.

Code: [Select]
38911_BASIC_Bytes_free_gl2.xml
4d_soap_bubble_gl2.xml
Abandoned_base_gl2.xml
Alien_beacon_gl2.xml
Alien_tech_gl2.xml
AncientMars_gl2.xml
Ancient_ temple_gl2.xml
Another_Kaliset_Mod_gl2.xml
Anti_menger_sphere_sponge.xml
Audrey_gl2.xml
A_sphere_on_the_ floor_gl2.xml
Balls_and_shadows_gl2.xml
Ball_puzzle_gl2.xml
BirthMachine_gl2.xml
Blocks_gl2.xml
Brighton_beach_gl2.xml
Bubble_Buckey_Balls_gl2.xml
Canyon_gl2.xml
Castle_Argh_gl2.xml
Catacombs_gl2.xml
CeramicGlassMosaic_gl2.xml
Chains_and_gears_gl2.xml
Chains_gl2.xml
Chinese_puzzle_balls_gl2.xml
Cloud_Ten_gl2.xml
Clover_tree_gl2.xml
Congrats_Luxo_Jr_gl2.xml
Crazy_Springs_gl2.xml
CrossStructure_gl2.xml
crowded_cheesy_place_gl2.xml
crowded_dotty_place_gl2.xml
crowded_place_gl2.xml
crowded_psychedelic_place_gl2.xml
cune_gl2.xml
Curvature_Parametric_3D_gl2.xml
Curvature_Parametric_gl2.xml
Data_transfer_gl2.xml
dawn_of_the_tentacle_gl2.xml
Deadly_dreams_gl2.xml
demo_25707_0_gl2.xml
demo_26085_0_gl2.xml
demo_26098_7_gl2.xml
demo_26106_1gl2.xml
demo_26192_0_gl2.xml
demo_26245_4_gl2.xml
demo_26282_0_gl2.xml
demo_26314_0_gl2.xml
demo_26317_0_gl2.xml
descent_gl2.xml
Desert_morning_gl2.xml
Distance_field_fur_test_gl2.xml
Distance_Field_gl2.xml
doom_2_gl2.xml
Dubstep_my_ass_gl2.xml
Elevated_Coast_gl2.xml
Emerging_gl2.xml
EmuMandel_gl2.xml
Eschers_the_ prentententoonstelling_gl2.xml
EvilSeed_gl2.xml
Eye_trips_gl2.xml
Fire_and_water_gl2.xml
Flappy_Bird_gl2.xml
Fluid_with_obstacles_gl2.xml
Foggy_mountains_2_gl2.xml
Foreign_planet_gl2.xml
Frozen_Wasteland_gl2.xml
Galvanize_Tunnel_gl2.xml
Glassy_Blobs_gl2.xml
GLSL_IO_Cube_gl2.xml
GLSL_IO_Page_Curl_gl2.xml
GLSL_IO_Potleaf_gl2.xml
GLSL_IO_Swap_gl2.xml
GLSL_IO_Undulating_burn_gl2.xml
Golden_Mandelbox_gl2.xml
Go_Portugal_gl2.xml
Guilin_gl2.xml
Heartwing_Angel_gl2.xml
Heart_on_fire_gl2.xml
Holy_Cubes_gl2.xml
Hyperlepsy_gl2.xml
Hypertexture_trabeculum_gl2.xml
Hyper_dodecahedron_gl2.xml
Ice_lake_gl2.xml
Illustrated_equations_gl2.xml
Infinite_city_gl2.xml
Infinite_fractal_road_gl2.xml
Inflatable_Analyser_gl2.xml
Italian_Job_gl2.xml
Iterations_coral_gl2.xml
Jetstream_gl2.xml
Junkyard_gl2.xml
Long_slender_flexible_things_gl2.xml
Lost_in_ the_field_gl2.xml
machineroom_gl2.xml
Magnetismic_gl2.xml
manta_ray_gl2.xml
Mars_jetpack_gl2.xml
Meet_Billy_gl2.xml
Mengers_dream_gl2.xml
Mesas_gl2.xml
metamonolith_gl2.xml
Metro_tunnel_gl2.xml
Minefield_gl2.xml
Mist_Ring_gl2.xml
mod_rotwang_gl2.xml
Mona_Lisa_in_triangles_gl2.xml
Mountains_gl2.xml
Music_pirates_gl2.xml
My_First_raymarch_gl2.xml
nano_tubes_gl2.xml
New_Zealand_gl2.xml
NightRide_gl2.xml
One_To_Rule_Them_All_gl2.xml
Orchard_Night_gl2.xml
Page_Curl_Effect_Experiment_gl2.xml
Palmetto_Stalk_gl2.xml
Path_Traced_Ice_Cube_gl2.xml
pbr_test_gl2.xml
Pearls_of_magma_gl2.xml
piggy_gl2.xml
Pixie_sticks_gl2.xml
Playing_with_Refleks_gl2.xml
Prickly_Sphere_gl2.xml
Protophore_gl2.xml
Pseudo_Knightyan_gl2.xml
Psycho_dots_gl2.xml
pyroclastic_explosion_gl2.xml
Rainbow_Dash_gl2.xml
Rainbow_Spaghetti_gl2.xml
RayCast_rehabilitation_gl2.xml
raymarching_is_so_awesome_gl2.xml
Raymarching_primitives_gl2.xml
Raymarching_Worley_gl2.xml
Reflective_spheres_gl2.xml
Rendezvous_gl2.xml
Rolling_forever_gl2.xml
Rose_gl2.xml
Rotating_Structure_gl2.xml
Ruins_gl2.xml
sakura_revisited_gl2.xml
Satellites_eye_gl2.xml
Schroedingers_cat.gl2.xml
Screws_gl2.xml
Seabirds_at_Sunset_gl2.xml
Shadering_Chameleon_gl2.xml
shader_material_demo_gl2.xml
Shady_building_gl2.xml
Shakespeare_Quest_gl2.xml
Sharbat_Gula_gl2.xml
shmup_gl2.xml
Signal_Field_gl2.xml
Slisesix_gl2.xml
SoC_with_DEL_gl2.xml
SoC_with_Light_gl2.xml
space_egg_gl2.xml
Space_jewels_gl2.xml
Speed_Experiment_1_gl2.xml
spiderwaves_gl2.xml
Spout_gl2.xml
sRGB_corrected_marble_gl2.xml
Star_Nest_retro_gl2.xml
Star_nursery_gl2.xml
Star_Spangled_Banner_gl2.xml
Stuctures_gl2.xml
SubabaRecycle_gl2.xml
Synthetic_aperture_gl2.xml
syoyos_AS3_Ambient_Occlusion_gl2.xml
Terminator_gl2.xml
the_cave.gl2.xml
the_institute_gl2.xml
The_Mine_gl2.xml
Toy_train_gl2.xml
train_ride_gl2.xml
Trampoline_gl2.xml
Trees_gl2.xml
Trig _1_gl2.xml
Twistors_gl2.xml
Unlimited_confectionary_gl2.xml
Unreal_Intro_gl2.xml
useless_box_gl2.xml
Variations_of_Topologica_gl2.xml
Venice_gl2.xml
Voronoi_metrics_gl2.xml
Warp_and_Weave_gl2.xml
Weird_fractal_5_gl2.xml
Weird_fractal_6_gl2.xml
Who_goes_there_gl2.xml
Windyplains_gl2.xml
WIP_Bat_Signal_gl2.xml
WIP_FakeVolumetricClouds_gl2.xml
WIP_Floating_mountains_gl2.xml
WIP_Hall_of_Kings_gl2.xml
WIP_jellyfish_The_Jam_gl2.xml
WIP_JS4K_planets_gl2.xml
WIP_parallaxmapping_gl2.xml
WIP_particles_gl2.xml
WIP_Raymarch_210_chars_gl2.xml
WIP_Volcanic_gl2.xml
Wire_Eggs_gl2.xml
Woods_gl2.xml

25
Check out the incredible effects NVIDIA GameWorks brings to Batman Arkham Knight!  Smoke and fog react to the movement in the fight scenes, including when a box is thrown or part of the floor blows up into piece.  Paper debris gets kicked around as Batman takes on all the baddies. Enhanced rain allows the rain to naturally  bead off when coming into contact with Batman and his cape.

It’s Batman: Arkham Knight, The Way It’s Meant to Be Played.

GameWorks Technology shown in the video:
• Interactive Fog and Smoke:
• Interactive Paper Debris
• PhysX Destruction
• Enhanced Rain

26
Quote
The Latest Tegra K1 Device Is Literally An Oven (Related: The Oven Itself Seems Pretty Awesome)

Does the Tegra K1 in your Nexus 9 run a little toasty? Well, it's got nothing on NVIDIA's latest mobile chip design win, which is literally an oven. I'm sorry, NVIDIA, but the jokes basically write themselves here.
...
As for the selfie aspect, the June has a built-in full-HD camera with two bright white LEDs providing lighting for your foodographs and live-stream cooking action. It is, of course, powered by an NVIDIA Tegra K1 (quad-core, not Denver) processor, which seems like tremendous overkill, but then again, I'm not a smart oven engineer.

Not the usual "GPU baking"...

27
3D-Tech News Around The Web / NVIDIA Mech Ti DirectX 12 tech demo
« on: June 10, 2015, 05:55:01 PM »
Check out 4gamer.net and good luck with babelfish

28
3D-Tech News Around The Web / ASTC Compression Gets a CUDA Boost
« on: June 10, 2015, 05:41:19 PM »
NVIDIA is using CUDA and the power of GeForce to accelerate Adaptive Scalable Texture Compression (ASTC) along multiple axes!

Adaptive Scalable Texture Compression (ASTC) is a new standard for texture compression that provides development teams and art directors with the ability to balance texture quality and texture size. Texture compression is not new, but ASTC provides a far greater number of options than older standards. It has a wide spectrum of bit-rate selections, from 8bits/texel (4x4 tiles) to 0.89bits/texel (12x12 tiles). For more information on ASTC generally and how to best use it for different texture assets, check out NVIDIA's ASTC usage guide.
...

We still have a lot of work ahead of us to achieve two axis parallelism but we are progressing nicely. The current implementation with data-parallelism is a huge leap from the CPU based encoder and should assist developers in their testing and usage of ASTC. To that end, we have posted an alpha version of our encoder in the Download Center.

29
3D-Tech News Around The Web / (WebGL) America's Cup 2015
« on: June 10, 2015, 05:32:32 PM »
 America's Cup 2015   
         
  Render for trophy of america's cup 2015 in Chile

.

 

30
Over the past year or two AMD’s Mantle introduced the efficiency of low-level APIs to the PC gaming developer community. That sparked a trend leading to significant developments in graphics APIs like Vulkan™ and DirectX® 12. When asked what, in my opinion, is the greatest feature of those new graphics APIs, my answer is “concurrency,” The new APIs do not introduce any new shader stages. The main benefit they provide to developers is concurrency. This is important, since most computer graphics problems are almost embarrassingly parallel, and so is the hardware designed to accelerate it. However, past APIs often treated the GPU like a sequential machine, which often resulted in efficiency issues or bottlenecks. The new APIs will help avoid those bottlenecks.
read on...

31
3D-Tech News Around The Web / gShaderReplacer 1.2
« on: June 05, 2015, 05:51:02 PM »
gShaderReplacer - OpenGL proxy dll for shader replacement and debugging.

Copyright 2009-2015 Henrik Münther - psycho@loonies.dk

WHY
===
-Use the included config to run stuff that does not work otherwise.
-Fix non-working stuff without help from the authors (and maybe tell him
 what to fix afterwards).
-Easy debugging of your own stuff on different hardware, without the need
 for dev-tools.
-Analyzing/optimizing of released stuff.
-Peek in other ppl's shader sources ;) (sorry, could not find a reasonable way
 to avoid that while keeping main functionality).

HOW
===
Place the opengl32.dll in the same directory as your executable and do the
neccesary changes to gshaderreplacer.xml.
Depending on configuration the opengl will dump and/or replace all shaders
sent to OpenGL from executables in the directory.

BUT HOW?
========
The included gshaderreplacer.xml should be more or less self explaining.
For the general configuration you can tell it to dump shaders to disk or not
(no need to dump for "user" mode) and make global replacers. Replacers can also
be restricted to a specific .exe file, by putting it into an Application block.
There is no pattern matching for executables, but several names can be written,
like: <Application Name="intro.exe" Name0="intro_safe.exe" Name1="intro_low.exe">
etc.
Replacers can be either string (inlined in .xml file) or file (seperate file)
based - FileReplacers are useful for debugging but final fixes should be a couple
of StringReplacers.
Replacers can be restricted to a certain graphics card vendor, by using the
Vendor=ATI or Vendor=NVIDIA attribute. So if you are making a workaround for a
specific vendor, you should use this, but if you are just making the code
glsl-conformant (typically fixing something the nvidia compiler happily
compiles) there is no reason for a vendor attribute.

UPDATES
=======
I hope we can extend the default gshaderreplacer.xml to fix (or optimize) more
and more intros, so please send in additions to the file and I will update the
archive. Luckily the file is not too long at the moment, as most people fix the
errors when told how :)

PROBLEMS?
=========
For speed reasons it's not doing init code for every opengl function, so if
someone (incorrectly) hits a normal gl function before the context is set up,
it will crash. However, that's pretty easy to fix from the crash message,
where the  illegal jump adress tells which function that needs the init-code.
It intercepts shader source calls for the ARB extension and GL2.0.

HISTORY
=======
1.0 First public release.
1.0.1 Few fixes, more shaders
1.1 Support for glCreateShaderProgramv
1.2 Fixed a buffer overrun, more shaders

32
English forum / Hypertexture trabeculum converted
« on: June 05, 2015, 01:30:53 PM »
Hypertexture trabeculum converted to GLSL Hacker format

edit: code removed


33
BIOS and Kernel Developer’s Guide (BKDG) for AMD Family 15h Models 60h-6Fh Processors

CZ BKDG Revision 3.00 Changes, June 1, 2015, Initial Public release

34
3D-Tech News Around The Web / Intel Graphics driver v4229 for SNB/IVB
« on: June 05, 2015, 09:36:53 AM »
Fresh drivers for your "old" iGPUs

Download from MS update:

64bit

32bit

Quote
DriverVer=05/26/2015,9.17.10.4229
 %iSNBGM1%  = iSNBM0, PCI\VEN_8086&DEV_0106
 %iSNBGD1%  = iSNBD0, PCI\VEN_8086&DEV_0102
 %iSNBGM2%  = iSNBM0, PCI\VEN_8086&DEV_0116
 %iSNBGD2%  = iSNBD0, PCI\VEN_8086&DEV_0112
 %iSNBGM2P%  = iSNBM0, PCI\VEN_8086&DEV_0126
 %iSNBGD2P% = iSNBD0, PCI\VEN_8086&DEV_0122
 %iSNBGD3%  = iSNBD0, PCI\VEN_8086&DEV_010A
 %iIVBGD0%       = iIVBD0, PCI\VEN_8086&DEV_0162
 %iIVBGM0%       = iIVBM0, PCI\VEN_8086&DEV_0166
 %iIVBGD0SRV%    = iIVBD0, PCI\VEN_8086&DEV_016A
 %iIVBGD0GT1%    = iIVBD0, PCI\VEN_8086&DEV_0152
 %iIVBGM0GT1%    = iIVBM0, PCI\VEN_8086&DEV_0156
 %iIVBGD0SRVGT1% = iIVBD0, PCI\VEN_8086&DEV_015A

35
  Are You Running Out of Video Memory? Detecting Video-Memory Overcommitment using GPUView          

By Louis Bavoil,  Tags : GameWorks, GameWorks Expert Developer

While developing and playing PC games on Windows/WDDM, it is common for stuttering (uneven frame times) to start happening when enabling graphics features or increasing the screen resolution. There are a lot of possible root causes for stuttering; one of the most common is video-memory overcommitment which happens when an application is using more video memory than is physically available on the GPU. In this article, I will describe a method we have been using at NVIDIA to determine whether video-memory overcommittement is happening and is causing any stuttering on Windows Vista, 7, 8 or 8.1. (The method described in this article may not apply to Windows 10/WDDMv2, which has a different memory residency model.)

36
AMD Catalyst™ 15.5 Proprietary Linux x86 Display Driver

Linux Distributions Supported

This version of the AMD Catalyst™ Linux Proprietary Graphics Driver is designed to support the following Linux distributions:
Distributions supported:
    • Red Hat Enterprise Linux Suite 7.0, 6.5, 6.4
    • Ubuntu 12.04.4 LTS, 14.04 LTS
    • SUSE® Linux Enterprise 11 SP3, 12
    • OpenSuSE 13.1
Distribution specific packages are available for:
    • Red Hat Enterprise Linux Suite 7.0, 6.5
    • Ubuntu 12.04.4 LTS, 14.04 LTS
New Features
    • Support for SUSE® Linux Enterprise Desktop 12
Resolved Issues
    • [417630]: Fixes the issue of discrete GPU not being powered off in Power-Saving mode on some PowerXpress AMD GPU + AMD APU platforms
    • [416499]: Fixes minor screen corruption when resuming from S3 caused by display hot plugging
Known Issues
    • [419960]: Vari-Bright on some configurations is not decreasing brightness as expected

37
English forum / Nano Tubes converted
« on: June 03, 2015, 04:36:01 PM »
Nano Tubes converted to GLSL Hacker format

Copy the code and save as nano_tubes_gl2.xml in demo folder of MadShaders.

Code: [Select]
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>

<glsl_hacker>
   
  <window name="win3d01" title="MadShaders - Shadertoy/Nano Tubes"
          width="800" height="400"
          gl_version_major="2" gl_version_minor="1" />
         
         
<gpu_program name="shadertoy_prog" >
    <raw_data_vs><![CDATA[     
void main()
{   
    gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;       
}
  ]]></raw_data_vs>
 
    <raw_data_ps><![CDATA[     

// https://www.shadertoy.com/view/lslGRH

uniform vec3      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
uniform vec4      iMouse;          // mouse pixel coords. xy: current (if MLB down), zw: click
//uniform sampler2D iChannel0;



//

// With tweaks from fernlightning

float rand(vec3 n) {
  n = floor(n);
  return fract(sin((n.x+n.y*1e2+n.z*1e4)*1e-4)*1e5);
}

// .x is distance, .y = colour
vec2 map( vec3 p ) {
    const float RADIUS = 0.25;

    // cylinder
    vec3 f = fract( p ) - 0.5;
    float d = length( f.xy );
        float cr = rand( p );
    float cd = d - cr*RADIUS;

    // end - calc (rand) radius at more stable pos
    p.z -= 0.5;
    float rr = rand( p );
    float rn = d - rr*RADIUS;
    float rm = abs( fract( p.z ) - 0.5 );  // offset so at end of cylinder
       
    float rd = sqrt( rn*rn + rm*rm ); // end with ring

    return (cd < rd) ?  vec2( cd, cr ) : vec2( rd, rr ); // min
}

void main()
{
    vec2 pos = (gl_FragCoord.xy*2.0 - iResolution.xy) / iResolution.y;
    vec3 camPos = vec3(cos(iGlobalTime*0.3), sin(iGlobalTime*0.3), 3.5);
    vec3 camTarget = vec3(0.0, 0.0, .0);

    vec3 camDir = normalize(camTarget-camPos);
    vec3 camUp  = normalize(vec3(0.0, 1.0, 0.0));
    vec3 camSide = cross(camDir, camUp);
    float focus = 1.8;

    vec3 rayDir = normalize(camSide*pos.x + camUp*pos.y + camDir*focus);
    vec3 ray = camPos;
    float m = 0.32;
    vec2 d;
    float total_d = 0.;
    const int MAX_MARCH = 100;
    const float MAX_DISTANCE = 100.0;
    for(int i=0; i<MAX_MARCH; ++i) {
        d = map(ray-vec3(0.,0.,iGlobalTime/2.));
        total_d += d.x;
        ray += rayDir * d.x;
        m += 1.0;
        if(abs(d.x)<0.01) { break; }
        if(total_d>MAX_DISTANCE) { total_d=MAX_DISTANCE; break; }
    }

    float c = (total_d)*0.0001;
    vec4 result = vec4( 1.0-vec3(c, c, c) - vec3(0.025, 0.025, 0.02)*m*0.8, 1.0 );
    gl_FragColor = result*d.y;
}


//

]]></raw_data_ps>

</gpu_program>

 
    <script name="init_scene" run_mode="INIT" >
        <raw_data><![CDATA[   

app_dir = gh_utils.get_scripting_libs_dir()         
dofile(app_dir .. "lua/Moon3D_v2.lua")

moon3d.init(2, 1)
moon3d.graphics.vsync(0)

bmfont = moon3d.font.create("trebuchet_20px.fnt", "data/")
bmfont_texture = moon3d.font.getTexture(bmfont)
moon3d.madshaders.setBmFontData(bmfont, bmfont_texture)

winW, winH = moon3d.window.getSize()

quad = moon3d.graphics.newQuad(winW, winH)
shadertoy_prog = moon3d.graphics.getGpuProgram("shadertoy_prog")

-- tex0 = moon3d.image.load2d("./data/tex16.png")

moon3d.madshaders.resetBenchmarkData()

        ]]></raw_data>
    </script>

 
    <script name="update_scene" run_mode="FRAME" >
        <raw_data><![CDATA[   

moon3d.startFrame(0, 0, 0, 1)

local global_time = moon3d.getTime()

moon3d.madshaders.updateBenchmarkData(global_time)

moon3d.camera.bindOrtho()

moon3d.graphics.bindGpuProgram(shadertoy_prog)
moon3d.madshaders.updateShadertoyCommonParams(shadertoy_prog, global_time)
--moon3d.madshaders.setShadertoyTexture(shadertoy_prog, tex0, 0)
moon3d.graphics.draw(quad)

moon3d.madshaders.displayBenchmarkInfoV2("Shadertoy/Nano Tubes", global_time, 1, 1, 1, 1)

moon3d.endFrame()

        ]]></raw_data>
    </script>
   

    <script name="resize_scene" run_mode="SIZE" >
        <raw_data><![CDATA[   

moon3d.window.resize()
winW, winH = moon3d.window.getSize()
moon3d.graphics.resizeQuad(quad, winW, winH)

        ]]></raw_data>
    </script>
 
</glsl_hacker>


38
English forum / The Institute converted
« on: June 03, 2015, 04:24:15 PM »
The Institute converted to GLSL Hacker format

Copy the code and save as the_institute_gl2.xml in demo folder of MadShaders.

Works fine with NVIDIA Maxwell, but fails to compile with my old AMD APU.




39
Version 5.3.5

Release: 6/1/2015
 
  • Full OSD support for Microsoft DirectX 12
  • Redesigned OSD interface
  • Adds ability to change OSD color
  • Fix Grand Theft Auto V incorrect FPS
  • Supports GTX 980 Ti
  • Various other bug fixes

40
3D-Tech News Around The Web / NVIDIA NVFLASH 5.221
« on: June 01, 2015, 06:20:07 PM »
download here

adds support for:

GRID M60 Service Provider   
Tesla M6   
GTX 980 Ti (D17U-20)


Quote
NVIDIA Firmware Update Utility (Version 5.221)
Simplified Version For OEM Only

Save firmware to file:      nvflash [options] --save <filename>
Display version:            nvflash [options] --version [<filename>]
Check for supported EEPROM: nvflash [options] --check
List adapters:              nvflash [options] --list
Write protect EEPROM:       nvflash [options] --protecton
Remove write protect:       nvflash [options] --protectoff

-- Commands and Options --
help        ?                 Display this screen.
save        b <filename>      Read EEPROM and save to <filename>.
compare     k <filename>      Read EEPROM and compare with <filename>.
verify      h <filename>      Verify <filename> matches EEPROM if flashed.
version     v <filename>      Display file version and ~CRC32
                              (if no filename, acts on display adapter).
                             
check       c                 Check for supported EEPROM.
list        a                 List all NVIDIA display adapters found in the
                              system.
                             
protecton   w                 Write protect EEPROM (only on some EEPROM's).
protectoff  r                 Remove EEPROM write protect (only on some
                              EEPROM's).
                             
license       <license file>  Provide a HULK <license file>.
licinfo                       Display HULK license content. HULK is provided
                              by --license option.
                             
ecid                          Display GPU ECID.
lspci                         List all the PCI devices in the system.
setpci        <R.W>[=D[:M]]   Read/Write PCI Config register.
    Format is: <REG.WIDTH>[=DATA[:MASK]]
    Read  operation: <REG.WIDTH>
    Write operation: <REG.WIDTH>=DATA[:MASK]
                             
proggmac      <filename>      Flash the application image to GMAC MCU.
savegmac      <filename>      Read back the GMAC application image and
                              save to <filename>.
                             
listgmac                      List all the GMAC devices in the system
querygmac     [<filename>]    Display the GMAC application version
                              (if no filename, acts on display adapter).
                             
upgradeonly                   Only allow upgrading of firmware based on
                              version.
                             
overridesub 6                 Allow firmware and adapter PCI subsystem ID
                              mismatch.
                             
index       i <index>         Force a specific device index.
pcisegbus   B [<seg#>:]<bus#> Select a specific device by using a specified
                              segment# and bus#. The following format
                              is allowed, <seg#>:<bus#>:<dev#>.<func#>.
                              All numbers are hexadecimal. The segment#
                              can be optional, and has a default value(0)
                              if no input value.The dev# and the func#
                              can be omitted for the --pcisegbus command.
                             
auto        A                 When possible, run without user intervention.
silence     s                 Silence all audio beeps.
beep        !                 Beep to signal updating progress.
nolight     l                 Do not light keyboard LEDs.
override    o <level>         Override safety check level:
   default  unknown EEPROM | NV adapter aborts application.
   level=1  unknown EEPROM acceptable for read operations.
   level=2  unknown NV adapter acceptable for read operations.
   level=3  Combined effect of 1,2 (cannot write to unknown EEPROM or adapter).
                             
log         L <log file>      Create a log file.
nopowerchk  p                 Skip power level check.
offswdriver S                 Turn off automatic switch driver state.

Use a single dash ("-") to use the single letter version of a command.
Use a double dash ("--") to use the longer descriptive version of a command.
Use equals ("=") to specify parameters, with separating commas (",").

-- Sample Usage --
nvflash --index=1 nv30nz.rom

Pages: 1 [2] 3 4 ... 145