Recent Posts

Pages: [1] 2 3 ... 10
1
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on Today at 10:16:26 AM »
But unfortunately I'm working with a GNU/Linux build of GeeXLab.

I will try to compile the DLLs for Linux asap.


If you only need to store data in the render target, no need to bind the render target texture. The shader will automatically write on the render target texture. You have to bind the render target texture later when you will read it in a shader:

Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)


-- frame --
-- Render some stuff in the render target
--
gh_render_target.bind(render_tex_tgt)
gh_gpu_program.bind(rt_gpu_prog)
draw_quad()
gh_render_target.unbind(render_tex_tgt)


-- Now read from the render target texture
--
gh_gpu_program.bind(gpu_prog2)
local col_tex_unit = 0
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)
draw_quad()

The reference guide is not up to date. There is another function that binds a particular render target texture when you create a render target with several color targets.
2
3D-Tech News Around The Web / NVIDIA GeForce driver 376.19
« Last post by Stefan on December 05, 2016, 06:39:27 PM »
 Official 376.19 Game Ready WHQL Display Driver Feedback Thread (Released 12/5/16)

Quote
Game Ready Drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1.  Today we are releasing Game Ready Driver 376.19 providing optimal VR experience for Oculus Touch launch titles.
 
 Learn more here: http://www.geforce.com/whats-new/articles/oculus-touch-game-ready-driver
3
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by coolkid87 on December 05, 2016, 05:17:34 PM »
Hello JeGx, thanks for the reply and I appreciate the effort you've put to incorporate the format into the tool right away :) . I'm currently storing pixel index in texture, that's why I needed 16bit format support since the texture can be as big as 2kx2k. But unfortunately I'm working with a GNU/Linux build of GeeXLab. In general I'm having trouble to access a texture bound with a render target created with gh_render_target.create_ex()(1 sample and no linear filtering) but they're working fine with gh_render_target.create().
I'm using the code such as below
Code: [Select]
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)
render_tex_color = gh_texture.create_2d(winW, winH)
-- frame --
gh_render_target.bind(render_tex_tgt)
local col_tex_unit = 0
gh_texture.bind(render_tex_color, col_tex_unit)
gh_texture.activate_rt_color(render_tex_tgt, col_tex_unit)

I'm yet to find a way to use the gh_texture.activate_rt_color() method with MRT render target created with gh_render_target.create_v2(). So it's possible that I'm using the methods in wrong way altogether.

In a few days I'll have access to a Windows PC, I'll let you know about the results I've got after testing it on that platform.
Cheers.
4
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 03:15:24 PM »
I updated the GeeXLab core DLLs with new pixels formats for the render targets:
Code: [Select]
PF_UI32_R = 13
PF_UI32_RG = 14
PF_UI32_RGBA = 15
PF_I32_R = 16
PF_I32_RG = 17
PF_I32_RGBA = 18
PF_UI16_R = 19
PF_UI16_RG = 20
PF_UI16_RGBA = 21
PF_I16_R = 22
PF_I16_RG = 23
PF_I16_RGBA = 24
PF_UI8_R = 25
PF_UI8_RG = 26
PF_UI8_RGBA = 27
PF_I8_R = 28
PF_I8_RG = 29
PF_I8_RGBA = 30

You can downloads the DLLs from this link: http://www.geeks3d.com/dl/show/1000

Just copy these DLLs in GeeXLab folder. These DLLs work with GeeXLab 0.13.0 for Windows.

I didn't test these new PFs so let me know.
5
English forum / Re: List of pixel formats for render target in GeeXLab
« Last post by JeGX on December 05, 2016, 01:42:04 PM »
Currently, all pixel formats supported for the render targets are:

Code: [Select]
PF_U8_RGB = 1
PF_U8_BGR = 2
PF_U8_RGBA = 3
PF_U8_BGRA = 4

PF_F32_RGB = 5
PF_F32_RGBA = 6

PF_F32_R = 7

PF_F16_RGB = 8
PF_F16_RGBA = 9
PF_F16_R = 10

Let me know what pixel formats you need (like RG16UI) and I will try to update GeeXLab (Windows version) asap.

 

6
English forum / Re: Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« Last post by JeGX on December 05, 2016, 01:35:36 PM »
Thanks Stefan, I will try it asap.
7
English forum / List of pixel formats for render target in GeeXLab
« Last post by coolkid87 on December 04, 2016, 11:28:25 AM »
Hello, this is my first post in this forum. I started using GeeXLab a few days back and I've a question.
Where can I get all the format codes for pixel formats accepted by gh_render_target.create_ex()? Some pixel formats are listed in scripting API reference, but if I want to use some pixel formats other than the listed ones e.g. RG16UI what code I put in? Are all the pixel formats listed in OpenGL docs supported?
Have a nice day. :)
8
3D-Tech News Around The Web / Re: NVIDIA NVFlash 5.328
« Last post by Stefan on December 03, 2016, 02:23:30 PM »
If you are tired of waiting for their henchman's response get Linux (and Windows) copy v5.333 here:
http://www.overclock.net/t/1521334/official-nvflash-with-certificate-checks-bypassed-for-gtx-950-960-970-980-980ti-titan-x/740#post_25681519
9
English forum / Re: Rendering real time 3D on RGB LED Matrix Panel with GeeXLab
« Last post by Stefan on December 03, 2016, 01:53:41 PM »
Someone just released a 32x32 pixel (!) demo at Shadertoy: Rainbow Dash (converted to GeeXLab)
Could you try?



10
3D-Tech News Around The Web / Re: NVIDIA - New Demo for Vulkan Device-Generated Commands
« Last post by Stefan on December 03, 2016, 11:56:51 AM »
Works, but i didn't see differences in performance with different draw modes.
Maybe we need a more complex model?

Pages: [1] 2 3 ... 10