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Messages - Stefan

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@party 2015

Flashback 2015

Nordlicht 2015

Still a lot of C64 stuff there.

3D-Tech News Around The Web / AMD Catalyst™ 15.6 Beta for Windows®
« on: June 23, 2015, 04:01:24 PM »
This driver release included optimizations for Batman™: Arkham Knight.

Highlights of AMD Catalyst™ 15.6 Beta Windows Driver

        Performance and Stability improvements for Batman™: Arkham Knight

Important Note:
AMD Crossfire support is currently disabled for Batman™: Arkham Knight while AMD works closely with Warner Bros. Interactive Entertainment to resolve the issue. An update for this issue will be released as soon as it is available

Known Issues:

        [422129] Batman™: Arkham Knight – The application may crash during in game benchmarking or while exiting the game
        [422130] Batman™: Arkham Knight – The screen may turn black or pink while changing resolution to 1680x1050.

At first report your GPU specs with GPU Capsviewer (tab validation / submit).
Especially the "device ID"

Search your device ID here:

or here:

This topic has been moved to [General discussion].


English forum / Re: 150 demos converted and counting...
« on: June 21, 2015, 05:34:14 PM »
Go Portugal! fixed, hope it makes at least one forum user happy.

Problem was the undefined surfacePosition (reminder to myself: this might help in future with other GLSLSandbox demos).

Code: [Select]
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

#define time iGlobalTime                                             //uniform float time;
#define mouse iMouse                                                 //uniform vec2 mouse;
#define resolution iResolution                                       //uniform vec2 resolution;
vec2 surfacePosition = gl_FragCoord.xy / iResolution.xy * 1.4 - 0.7; //varying vec2 surfacePosition;

>>> Download converted demo from here <<<

CRYENGINE 3.8.1 is here and it is packed with features that we know many of you have been extremely eager to get your hands on for quite some time. A culmination of all the work we've been doing since the CRYENGINE 3.7.0 release, this is one of our biggest releases yet.
You'll find the top level features highlighted below, including our brand new OpenGL renderer which we use on Linux and Android platforms. We've added support for Oculus VR which has been a joint effort between the CRYENGINE team and the VR team working on our newly announced Robinson: The Journey game, and you can expect much more to come in this area over the next few releases! We've got Voxel-based rendering updates including Volumetric Fog with support for point lights, shadows, probes and more. GameZero is our brand new, stripped down, lean & mean GameCode sample package which makes creating a game on CRYENGINE much cleaner and simpler without all of the additional Crysis-related game code which you may not need for your title. This and a ton of other great improvements are available for download right now!

3D-Tech News Around The Web / Blender 2.75 RC2
« on: June 21, 2015, 07:51:22 AM »

English forum / Re: 150 demos converted and counting...
« on: June 21, 2015, 07:36:12 AM »
Another day, another issue:

the demo "Ice Lake" uses a negative resolution "-iResolution", which causes a black screen in GLSL Hacker.
As a workaround i replaced it with "-1 * iResolution"

Download converted demo from

3D-Tech News Around The Web / (WebGL) Tangram shaders demo
« on: June 20, 2015, 06:50:45 AM »
Tangram shaders demo

A demo showing some ways to use GLSL shaders to draw maps with the Tangram library.
Live demo:

English forum / Re: 150 demos converted and counting...
« on: June 20, 2015, 06:25:31 AM »
Download again for 150 demos now

I got "Venice" working now, just forgot to load the textures. And this demo rocks.

The AMD vs. NVIDIA saga continues: the demo "Illustrated equations" contains a line that's only illegal with AMD GPUs.
Actually the line is redundant.
Code: [Select]
// gl_FragCoord.y *= ratio;  // l-value required: assign "gl_FragCoord" (can't modify gl_FragCoord)

English forum / Re: 140 demos converted and counting...
« on: June 20, 2015, 05:19:48 AM »
I found a shader tool named esfragt for Windows and Raspberry.
It renders "JS4K  planets" properly.

I made a package where you just have to run planets.bat

Fable Legends Video Interview: Faster Performance & Better Graphics With DirectX 12

Fable Legends is one of the first games to tap into the potential offered by Windows 10 and DirectX 12, so at E3 2015 we spoke to two Lionhead developers to learn more. In our video interview, below, Lionhead's team reveal DirectX 12 performance improvements of up to 33%, and discuss better graphics, cross-platform multiplayer, and an upcoming beta test.

3D-Tech News Around The Web / The AMD Radeon E8860 MXM
« on: June 19, 2015, 06:11:38 PM »
The AMD Radeon™ E8860 MXM Module is a discrete AMD Radeon E8860 GPU integrated with 2GB of high speed GDDR5 memory packaged in an  industry-standard form factor MXM module.
Available in multiple models with different thermal solutions, the AMD Radeon E8860 MXM Module is ideal for performance-driven systems such as casino gaming, medical imaging, and conventional military/commercial aerospace systems.
Multiple display capability makes the AMD Radeon E8860 MXM module an excellent choice for small footprint, compact solutions for digital signage and video wall systems.

English forum / Re: 140 demos converted and counting...
« on: June 19, 2015, 05:54:06 PM »
Could you paste the pixel shader ?

I coded a simple slideshow demo :
I hope that demo will help you with your transition effects.

Check out WIP_JS4K_planets_gl2.xml in the updated package at

Thanks for the demo, i'll study it

WebGL: WebAssembly and Feature Roadmap

Yesterday, engineers from Google, Microsoft and Mozilla (makers of Chrome, Edge and Firefox) announced that they are working on a new cross-browser technology called WebAssembly.

This is very exciting news, as this will greatly help improve the Unity WebGL experience.

English forum / Re: 140 demos converted and counting...
« on: June 19, 2015, 04:07:25 PM »

replace  "attribute vec3 p" by "in vec4 gxl3d_Position" :

Thanks for the heads-up.
It compiles successfully, but it makes no difference visually.

English forum / Re: 140 demos converted and counting...
« on: June 19, 2015, 03:49:51 PM »
Yet 20 more demos, watch the "train ride" at least 2 minutes.


The other day i stumbled upon a japanese GLSL editor at "JS4K intro"
"Planets" is the only demo that shows more than nothing.

Don't know how to get the value "p" for the vertex shader (so i used the VS that comes with GLSL Hacker)
Code: [Select]
attribute vec3 p;void main(){gl_Position=vec4(p,1.);}

I'm quite sure i converted the fragment shader correctly. Actually i found another difference between AMD and NVIDIA.

Code: [Select]
#version 130 // mandatory for precision qualifier with AMD GPUs - NVIDIA doesn't care
precision mediump float;
//uniform float t;
//uniform vec2  r;
uniform vec2      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
#define t iGlobalTime
#define r iResolution

edit: typo fixed

download here

no changelog yet

3D-Tech News Around The Web / NVIDIA Decoupled Coverage Anti-Aliasing
« on: June 17, 2015, 04:56:30 PM »
Decoupled Coverage Anti-Aliasing

 In this paper, we present Decoupled Coverage Anti-Aliasing (DCAA), which improves upon MSAA by further decoupling coverage from visibility for high-quality geometric anti-aliasing. Our work is based on the previously-explored idea that all fragments at a pixel can be consolidated into a small set of visible surfaces. Although in the past this was only used to reduce the memory footprint of the G-Buffer for deferred shading with MSAA, we leverage this idea to represent each consolidated surface with a 64-bit binary mask for coverage and a single decoupled depth value, thus significantly reducing the overhead for high-quality anti-aliasing. To do this, we introduce new surface merging heuristics and resolve mechanisms to manage the decoupled depth and coverage samples. Our prototype implementation runs in real-time on current graphics hardware, and results in a significant reduction in geometric aliasing with less memory overhead than 8× MSAA for several complex scenes.

English forum / Re: 120 demos converted and counting...
« on: June 16, 2015, 09:13:32 PM »
Besides Shadertoy conversions the update contains shaders from GLSL.IO
Thanks to aiekick at Shadertoy who made the formula "float progress = sin(iGlobalTime*.5)*.5+.5;"

At GLSL.IO the pictures are pumped into the pipeline via JavaScript.
Don't know how to do that in GLSL Hacker, so i'm limited to 2 pictures.

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