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English forum / GLSL Hacker released
« Last post by JeGX on September 29, 2014, 03:42:03 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit, and OS X.

You can download it from this page:

Full changelog:

v changelog:
Version - 2014.09.29
! updated network script updater (v0.2.0, Windows and OSX) with
  live coding checkbox and execute button.
! fixed some bugs and improved the live coding in the Windows version.
+ added auto-save of scripts and shaders if necessary (read: they have been
+ added a button in script and shader editors to save the code source in
  the scripts/ or shaders/ folder of GLSL Hacker (Windows version only).
* script and shaders errors are now correctly redirected to the output window.
+ added an option to disable live coding in script and shader editing windows
  (Windows version only).
* fixed some potential crashes in gh_utils functions that take strings as
  parameters (like font_render() or font_render_3d().
! updated the dialog box / output window for the traces (Windows version only).
+ added circle_create(), circle_update_radius(), line_create(),
  line_set_start_position(), line_set_end_position(),
  line_set_start_color() and line_set_end_color() to gh_utils lib.
! updated the Lua immediate mode: now the Lua state of the first script
  is used (not the case so far!).
* improved the GPU monitoring plugin when running on NVIDIA Optimus systems.
+ added gh_leap (Leap Motion) library in the Python plugin.
+ updated Python plugin: gh_renderer.get_capability_4i(),
  gh_renderer.query_xxxx() (GL_ARB_pipeline_statistics_query GL4.5), gh_utils...
General Discussion / BLACKCELL.js - modern, JS-friendly 3D rendering API over WebGL
« Last post by vsergey3d on September 26, 2014, 11:24:54 AM »
BLACKCELL.js - open-source project that provide modern, JS-friendly API for real-time 3D rendering over WebGL.

The project's aim is to give an expressive tool for rapid prototyping and publishing complex rendering techniques. It also useful for 3D-projects which require low-level API features and commonly used implementation at the same time.

The features:
- Linear algebra (vectors, rotations, transformations) and geometry  primitives
- Staging graphics core (designed for custom rendering pipelines and  shaders)
- Common implementations (frustum culling, attributes & uniforms binding,  context lost handling, etc)
- WebGL Extensions supported / WebGL 2.0 oriented architecture
This sample demonstrates a CPU-optimized implementation of the God Rays effect, showing how to:
  • Implement calculation kernels using the OpenCL™ technology C99
  • Parallelize the kernels by running several work-groups in parallel
  • Organize data exchange between the host and the OpenCL device
What is Intel® Processor Graphics?

Intel® Processor Graphics refers to the technology that provides graphics, compute, media, and display capability for many of Intel’s processors, such as the 4th Generation Intel® Core™ Processor family of products. Within Intel, architects colloquially refer to Intel® Processor Graphics architecture as simply “Gen”, short for Generation. A specific generation of the Intel® Processor Graphics architecture may be referred to as “Gen6” for generation 6, or “Gen7” for generation 7, etc. The branded products Intel® HD Graphics 4600, Intel® Iris™ Graphics 5100, and Intel® Iris™ Pro Graphics 5200 are all derived from instances of Intel® Processor Graphics Gen7.5 architecture. Similarly Intel® HD Graphics 5300 derives from Intel® Processor Graphics Gen8.
3D-Tech News Around The Web / Epic Zen Garden - UE4 tech demo for IOS 8
« Last post by Stefan on September 24, 2014, 06:47:14 PM »
Epic Zen Garden is a beautiful graphical environment showcasing the power of iOS 8, developed by Epic Games with Unreal Engine 4. Tap to navigate this interactive oasis brimming unmatched detail on mobile. Swipe back and forth across the entire Sakura tree to make thousands of cherry blossoms swirl in the air, graze the koi pond to summon leagues of fish, and rake the sand with your finger to create subtle designs. Touch the well to bring throngs of butterflies out of hiding. Access Unreal Engine 4 at to build your own games and apps!

•    Unreal Engine 4. Use Unreal Engine 4 to realize your creative vision and stand out from the crowd.
•    Metal API. Unreal Engine 4 is the first game engine to release support for Metal API.
• Stunning visuals. Solid 30fps; 1440x1080 resolution; 4x MSAA; 3,500 butterflies equal roughly 4,000 draw calls, with falling petals at 5,000 particles (not draw calls); as demonstrated in Apple’s WWDC 2014 keynote.
General Discussion / How to shutter both eyes of VIEWPixx glasses at the same time
« Last post by esmeraldahl56 on September 23, 2014, 04:50:04 PM »
Hello everybody!

I have a monitor and a 3D glasses from VIEWPixx, and I would like to control the opacity (shutter) time of the glasses in order to control when the subject can see and when cannnot. This obturation, should be simultaneous in both eyes and would not require any syncronization with the monitor, since I do not want to produce any 3D effect.

Do you know if this is possible? Could you indicate me where can I get information on how to do it?

Thank you very much in advance!!
3D-Tech News Around The Web / Quick description of the GTX 980 new OpenGL extensions
« Last post by JeGX on September 22, 2014, 01:31:00 PM »
  • GL_NV_framebuffer_mixed_samples and GL_EXT_raster_multisample - target-independent multisampling control and mixed samples: this feature adds a lot of flexibility to the multi-sampled rasterization, and decouples the rasterization sampling frequency (which can be set explicitly) from the actual framebuffer storage. It enables rasterization to operate at higher sampling frequency than the number of samples in the target color render buffers, and it supports both depth and stencil testing at this frequency, if the corresponding depth and stencil buffers are sampled accordingly (it must be a multiple of the number of samples in the color buffers).
  • GL_NV_fragment_coverage_to_color - coverage to color conversion: this allows using ROP to automatically convert the post depth-/stencil-/alpha- test coverage mask into a color and write it into a color render target.
  • GL_EXT_post_depth_coverage - post-depth coverage: this extension allows the fragment shader to get the post depth-test coverage mask of the current fragment as input (gl_SampleMaskIn[]).
  • GL_NV_sample_mask_override_coverage - multisample coverage override: the standard GL behavior for FS output coverage mask (gl_SampleMask[]) is to AND it with the actual primitive input coverage mask. This extension disables this operation.
  • GL_NV_sample_locations - programmable sample locations: Allows applications to explicitly set the location of sub-pixel samples for multisample rasterization, providing fully programmable sampling patterns.
  • GL_NV_conservative_raster - conservative rasterization:  It allows rasterization to generate fragments for any pixel touched by a triangle, even if no sample location is covered on the pixel.
  • GL_NV_fragment_shader_interlock - fragment shader interlock: This extension exposes an hardware-accelerate critical section for the fragment shader, allowing hazard-free read-modify-write operations on a per-pixel basis.
  • GL_NV_fill_rectangle: screen-space bounding-box rasterization: this allows rasterizing the axis-aligned screen-space bounding box of submitted triangles, disregarding the actual triangle edges.
  • GL_NV_geometry_shader_passthrough - geometry shader passthrough: this extension allows to write more efficient geometry shaders in the case there is a one-to-one mapping between input and output primitives.
  • GL_EXT_sparse_texture2: Enhanced sparse textures: this new extension adds the ability to retrieve texture access residency information from GLSL, to specify minimum allocated LOD to texture fetches and to return a constant zero value for lookups into unallocated pages.
  • GL_EXT_texture_filter_minmax - texture Filter min/max: exposes a new sampler parameter allowing to perform a min or max reduction operation on the values sampled inside a texture filtering footprint.
  • GL_NV_shader_atomic_fp16_vector - FP16 global atomics: This extension provides a set of new atomic operations operating on 2 and 4 components vectors of 16b floating point values for images, bindless pointers to global memory and storage buffers.

Complete story:

New extensions available with R344.11
English forum / Re: Cant start GLSL Hacker
« Last post by gumlym on September 20, 2014, 11:06:07 AM »
Hi! (Sorry for the late reply) Yes that worked. I have then narrowed it down to this plugin: plugin_gxl_python_27_x64.dll If I remove that one from the plugins folder then it works :)
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