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Messages - Stefan

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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.

Yu Suzuki On Board For Shenmue 3 Kickstarter

Last night ... Sony invited Shenmue director Yu Suzuki onstage to announce that they would be funding and publishing Shenmue III on PS4 he would be Kickstarting the sequel and releasing it on PC and PS4. The campaign has already raised almost $1.8m of a $2m target.

...the final (?) installment of Shenmue is one of gaming’s Holy Grails...

All four 10000$ slots are already sold :P


Metal System Trace offers a new insight into Metal app performance

• Use in conjunction with Xcode to profile early and often

Follow Metal best practices to maximize app performance

• Create expensive objects upfront and reuse

• Buffer dynamic shared resources

• Acquire the drawable at the latest opportunity

• Don't waste render command encoders

• Consider multithreading if still CPU-bound

Download whitepaper

Comparing OpenGL ES To Metal On iOS Devices With GFXBench Metal

In the past couple of years we've seen the creation of a number of new low level graphics APIs. Arguably the first major initiative was AMD's Mantle API, which promised to improve performance on any GPUs that used their Graphics Core Next (GCN) architecture. Microsoft followed suit in March of 2014, with the announcement of DirectX 12 at the 2014 Game Developers Conference. While both of these APIs promise to give developers more direct access to graphics hardware in the PC space, there was still no low level graphics API for mobile devices, with the exception of future Windows tablets. That changed in the middle of 2014 at WWDC, where Apple surprised a number of people by revealing a new low level graphics and compute API that developers could use on iOS. That API is called Metal.

 GFXBench 3.0 Metal available on the App Store

Linux Display Driver - x86 NVIDIA Certified352.21June 15, 2015
Linux x64 (AMD64/EM64T) Display Driver NVIDIA Certified352.21June 15, 2015
Solaris Display Driver – x64/x86 NVIDIA Certified352.21June 15, 2015
Linux 32-bit ARM Display Driver NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x86 NVIDIA Certified352.21June 15, 2015
FreeBSD Display Driver – x64 NVIDIA Certified352.21June 15, 2015

  • Added support for the following GPUs:
    • GeForce 720A
      GeForce 920A
      GeForce 930A
      GeForce 940A
      GeForce GTX 950A
      GeForce GTX 980 Ti
  • Fixed a bug that caused the Display Configuration page of the nvidia-settings control panel to automatically generate layouts with multiple displays occupying the same position when enabling or disabling Base Mosaic.
  • Updated nvidia-settings to allow the use of the standard Display Configuration page when SLI Mosaic is enabled.
  • Fixed a bug that caused the kernel to report errors when unmapping DMA allocations on kernels with CONFIG_DEBUG_DMA_API enabled.
  • Added GLX Protocol support for the following OpenGL extensions:
    • GL_ARB_copy_buffer
  • Fixed a bug that caused a kernel crash if SLI Mosaic and G-SYNC were used at the same time on a configuration with more display devices connected to one GPU than another.
  • Added the ability to configure the swapping behavior for quad-buffered stereo visuals. The driver can be configured to independently swap each eye as it becomes ready, to wait for both eyes to complete rendering before swapping, or to allow applications to specify which of these two behaviors is preferred by setting the swap interval. This setting can be adjusted in the nvidia-settings control panel, or via the NV-CONTROL API.
  • Fixed a regression which caused the GPU fan status display to disappear from the nvidia-settings control panel.
  • Added reporting of ECC error counts to the nvidia-settings control panel.
  • Fixed a bug that sometimes prevented OpenGL sampler objects from being properly deallocated when destroying OpenGL contexts.
  • Fixed a bug that caused GLX_EXT_framebuffer_sRGB to incorrectly report sRGB support in 30 bit-per-pixel framebuffer configurations.
  • Added support for G-SYNC with sync-to-vblank disabled. This allows applications to use G-SYNC to eliminate tearing for frame rates below the monitor's maximum refresh rate but allow tearing above the maximum refresh rate in order to minimize latency.

    When G-SYNC is active and sync-to-vblank is enabled, the frame rate is limited to the monitor's maximum refresh rate.
  • GLSL gl_Fog.scale is now +infinity when gl_Fog.end equals gl_Fog.start. Previously, the value 0 was used, but this broke certain applications such as the game XIII running on Wine (Wine bug #37068).
  • Enabled G-SYNC by default when Unified Back Buffer (UBB) is disabled.
  • Updated the NVIDIA GPU driver to avoid using video memory already in use by vesafb.
  • Fixed a bug in nvidia-settings that caused the application to crash when saving the EDID to a file.
  • Fixed a bug that prevented the "mkprecompiled" utility included in the driver package from reading files correctly.
  • Fixed a bug that could cause an Xid error when terminating a video playback application using the overlay presentation queue in VDPAU.
  • Updated nvidia-installer to avoid recursing too deeply into kernel source trees under /usr/lib/modules, mirroring an existing restriction on recursion under /lib/modules.
  • Fixed a rare deadlock condition when running applications that use OpenGL in multiple threads on a Quadro GPU.
  • Fixed a kernel memory leak that occurred when looping hardware- accelerated video decoding with VDPAU on Maxwell-based GPUs.
  • Fixed a bug that caused the X server to crash if a RandR 1.4 output provided by a Sink Output provider was selected as the primary output on X.Org xserver 1.17 and higher.
  • Fixed a bug that caused waiting on X Sync Fence objects in OpenGL to hang indefinitely in some cases.
  • Fixed a bug that prevented OpenGL from properly recovering from hardware errors or sync object waits that had timed out.

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