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Topics - Stefan

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3D-Tech News Around The Web / Shadertoy - Elephant
« on: February 07, 2016, 03:49:36 PM »

Signed distance field raymarching. Procedural elephants. Or a bunch of ellipsoids and few lines and a couple of quadratic curves. Split it in layers to prevent the compiler from crashing. The art is composed to camera. It runs very slow, but it looks good!

Excellent, but i don't know how to port those multipass shaders to GeeXLab  :-[

3D-Tech News Around The Web / Intel HD Graphics Driver
« on: February 04, 2016, 04:48:05 PM »
Download from Microsoft
ATM only for SAMSUNG OEM with "Intel(R) HD Graphics 515"


Don't edit ki113672.inf with Notepad, it might save your result as ki113672.inf.TXT or asks you to open WordPad.
Instead use a professional (yet free) solution like Notepad++

STEP 2a)
disable driver signature - secure boot off
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
bcdedit -set testsigning ON

STEP 2b)
disable driver signature - secure boot on
bcdedit -set loadoptions DISABLE_INTEGRITY_CHECKS
enable testsigning via enhanced start options

Follow this fool-proof "have disk" installation tutorial

No Changelog available, but:
GFXBench passes now all tests with driver + Windows 10 build 14257 on my rig.
GFXBench.vs.4377.png height=1077

3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.7 for MacOS X
« on: February 04, 2016, 05:32:49 AM »
What's New in Version 4.3.7

• Updated database, including Apple A9 GPU.
• Improved rendering tests, address Fog not working with tessellation (GL 4.1)
• Other bug fixes and improvements

3D-Tech News Around The Web / NVIDIA GameWorks VR SDK 1.2
« on: February 02, 2016, 11:24:48 PM »
The GameWorks VR SDK contains NVIDIA's APIs, samples, and documentation for Virtual Reality game and application developers, including VR SLI and Multi-Res Shading for efficient VR rendering. This release contains bug fixes and updates to the sample applications.

3D-Tech News Around The Web / NVIDIA NVAPI R361 V2
« on: February 02, 2016, 11:20:49 PM »
 NVAPI is NVIDIA's core software development kit that allows direct access to NVIDIA GPUs and drivers on all windows platforms. NVAPI provides support for categories of operations that range beyond the scope of those found in familiar graphics APIs such as DirectX and OpenGL.
Initially exposed only to OEMs and game developer tools, NVAPI is now available for download to all developers interested in building Windows applications on NVIDIA GPUs.

English forum / How to use video texture in a GLSL Shader
« on: February 02, 2016, 11:05:54 PM »
So i saw this nice Shadertoy demo Wrist Slitter , which consists of a Mandelbrot with video in background.

Porting to GeeXLab is pretty simple, just copy the video texture code from demo_video_player_gles2_v2.xml and use it with iChannel

The demo is preset to Timelapse-1.m4v from code sample pack, try Big Buck Bunny instead or whatever makes you happy.

As you can see i don't know how to vertical flip textures in GeeXLab  :P

Mandelbrot zooming was too fast so i patched the pixelshader

#define slowdown 20.0
    return zoomto(xy, DEST, iGlobalTime/slowdown);

change value dependent on length of video

3D-Tech News Around The Web / NVIDIA GeForce Hot Fix driver 361.82
« on: February 02, 2016, 12:44:03 AM »
Answer ID 4026          |    Published 02/01/2016 10:12 AM          |    Updated 02/01/2016 10:33 AM

   This is a GeForce Hot Fix driver, version 361.82 that addresses the following issues:
  • Eject NVIDIA Graphics Device
Click the appropriate link to download.

Windows 7 and 8

64 bit Version
32 bit Version

Windows 10

64 bit - Win10
32 bit - Win 10

English forum / Demo Pack February 2016
« on: January 31, 2016, 08:51:20 AM »
>>>Download now<<<

All new demos build against gfx03.lua


all demos from XMAS 15 pack

Cubemaps cube00 - cube05 from Shadertoy, Yokohama 1+3 from Humus

7 keyboard controlled demos

4 demos where i replaced mouse-click with mouse-over in the pixel shader

some GLZ and OpenGLViewer mods

hardcore shaders
"Where the River Goes" ULTRA_QUALITY

"Crystal Skull" with Intel render fix made by AIL @ Intel ;)

and a lot more...

English forum / Lonely Sea Shell vs. NVIDIA compiler
« on: January 31, 2016, 08:23:43 AM »
Lonely Sea Shell - ported to GeeXLab
runs fine with INTEL and ATI, but NVIDIA compiler fails with error C1103: too few parameters in function call

Work-around: replace  float r = length(target-source);  with
Code: [Select]
#ifdef GL_NV_command_list // check for NVIDIA, patch would fail with ATI and INTEL
float r = length(0.0, target-source); // ignore warning C7011: implicit cast from "float" to "vec3"
float r = length(target-source); // original code compiles fine with ATI and Intel

I wonder why it runs at with NVIDIA, but not in GeeXLab?

I added also vendor dependent overlay text

Code: [Select]
    local ret = gh_renderer.check_opengl_extension("GL_NV_command_list")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "patched for NVIDIA")
    local ret = gh_renderer.check_opengl_extension("GL_AMD_debug_output")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "AMD works fine")
    local ret = gh_renderer.check_opengl_extension("GL_INTEL_performance_query")
    if (ret == 1) then
    gfx.write_text(10, 160, 0, 1, 0, 1, "Intel works fine")

3D-Tech News Around The Web / AMD GPU PerfStudio 3.4 now available
« on: January 30, 2016, 03:41:49 AM »
What’s New in V3.4?

New Features
  • NEW – Support for an open source DirectX® 12 Plugin
  • With the GPUOpen initiative AMD is now providing  open source access and build environment for the GPU PerfStudio DirectX® 12 plugin. The plugin can be used to replace the version shipped with the public release of GPU PerfStudio 3.4. More information can be found at GPUOpen.

AMD’s commitment to Open Source is growing.
AMD’s Radeon™ SDK and all samples are now located at the GPUOpen website

Legacy content is provided here as a convenience. Please visit GPUOpen for the most current Radeon™ SDK content. GPUOpen is  an AMD initiative designed to enable developers to create ground-breaking PC games, computer generated imagery and GPU computing applications for great performance and lifelike experiences using no cost and open development tools and software.

3D-Tech News Around The Web / NVIDIA - Vulkan Shader Resource Binding
« on: January 30, 2016, 12:08:39 AM »
In this blog post we will go into further details of one of the most common state changes in scene rendering: binding shader resources such as uniform- or storage-buffers, images or samplers.

This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE) instruction set and multi-threading to achieve up to 8X performance speedup compared to a non-culled display of the sample scene.

Update 1/15/2016

The occlusion culling sample has been optimized with Intel® Advanced Vector Extensions 2 (AVX2) instructions to improve the time spent in the culling pass. The Intel® Core™ m7-6Y75 processor is a dual-core 4.5W processor. Table 1 compares the performance of the Intel® Streaming SIMD Extensions 4.1 (SSE4.1) version to the AVX2 version on this processor. The cull time varies with the scene and with the resolution of the depth buffer. AVX2 reduced the cull time by up to 1.32x.

Today, we are releasing Build 14251 Windows Insiders in the Fast ring.
Sharp-eyed Insiders likely noted the big jump in build numbers from our last preview build (11102). Historically, the codebase for mobile had a different OS version than the codebase for PC because they were developed by different teams on different schedules. With Windows 10, we became one Windows team and brought these two codebases together. We started by changing the version string displayed in the UI to be consistent, which is why you saw similarly labeled builds over the past year for both Mobile and PC, but the underlying binary version numbers were still different. As part of our work getting the common codebase ready for the next release, we decided to complete that work and sync the build numbers between mobile and PC. Because the mobile codebase used higher build numbers than PC, we needed to jump ahead a bunch of build numbers to ensure updates to future builds will continue to work. So that’s why build numbers went from 11105, 11106, and 11107 to 14251.

This build doesn’t have notable new features in it but I encourage you to check out the new Cortana improvements we released to Insiders earlier this week. The January update to the Xbox Beta app for Windows 10 is also now available with some really nice improvements for Insiders to try out and give us feedback.

This build does contain some really good bug fixes that Insiders will appreciate:
  • We fixed the issue where some PC games would crash switching from windowed mode to full screen, upon game resolution change, or upon launch due to a bug in Windows graphics stack. So play your games! If you run into any issues – please let us know by reporting in the Feedback app and include the game title.
  • We fixed the issue where applications such as Narrator, Magnifier, and third-party assistive technologies may experience intermittent issues or crashes.
  • We fixed an issue where File Explorer would crash frequently when DPI settings were at 175%.
I also want to reiterate once again that with the change to release builds faster to Windows Insiders in the Fast ring, bugs like the ones we had in the last build (or the File Explorer copy UX from the prior build) are going to pop up. Sometimes it might be several builds before we get these bugs fixed. And there might be times where a build we release contains bugs we haven’t found in internal testing as well.

We’re at the beginning of a new development cycle for our next feature update to Windows 10, and that means teams will be checking in lots of new code as they integrate their feature payloads. Being an Insider means you’re getting the latest code changes, and working with new builds that are relatively new even for Microsoft employees. If this worries you, you can switch to the Slow ring and stick with less frequent but more stable builds.

English forum / How to use keyboard in ported Shadertoy demos
« on: January 27, 2016, 05:08:34 PM »
Here is a nice keyboard controlled demo: Key Quest

I tried to port it to GeeXLab - download here

Keyboard action in the info quad works fine, but i have no idea how to send virtual key codes through the "iChannel" to the pixel shader.

Thats' what i tried:

Code: [Select]
  if (gh_input.keyboard_is_key_down(KC_B) == 1) then
    _keyboard_last_time = elapsed_time
    key_str = "B"
    virtual_key = 66

-- this doesn't work...
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel3", virtual_key)

-- this works
gfx.write_text(10, 160, 1, 1, 0, 1, "Press buttons ABCDEFGHK")
gfx.write_text(10, 180, 1, 0, 0, 1, "" .. key_str)

3D-Tech News Around The Web / Intel SDK for OpenCL Applications 2016
« on: January 27, 2016, 04:29:32 PM »
Intel® SDK for OpenCL™ Applications 2016 is now available including GPU Kernel Debugger for Windows (Beta) and standalone release for Linux.

Rise of the Tomb Raider & The Division Beta Game Ready Drivers Released

The new GeForce Game Ready 361.75 WHQL drivers for Rise of the Tomb Raider and Tom Clancy's The Division beta test are now available to download via GeForce Experience. With Game Ready optimizations and SLI profiles for the two new action titles, our latest set of drivers will deliver the best possible experience whilst raiding tombs and battling foes in New York City.

Playable racing game demos became rare recently, so here you go.

Just in time for the Rally Monte Carlo  8)

Discover the 2015 FIA WORLD RALLY CHAMPIONSHIP season in this demo version of WRC 5!

Sébastien Loeb Rally EVO

English forum / How to use mouse-click
« on: January 23, 2016, 12:51:10 AM »
I found a demo LED scoreboard, that is controlled by mouse-click.
How do i do that in GeeXLab, sth. with gh_input.mouse_get_button_state() ?
EDIT: solution below

As a work-around i replaced mouse-click with mouse-over in the pixel shader

    vec3 col = iMouse.w > 0.5 ? flag( DE ) : flag( RU );
    if ( p.x > 0.5 + halfStripe ){ col = iMouse.w > 0.5 ? flag( RU ) : flag( DE ); }

replaced with

    vec3 col = iMouse.x > 0.5*iResolution.x ? flag( DE ) : flag( RU );
    if ( p.x > 0.5 + halfStripe ){ col = iMouse.x > 0.5*iResolution.x ? flag( RU ) : flag( DE ); }

>>>Get ported version here<<<

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