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11
English forum / GeeXLab 0.9.5.0 released
« Last post by JeGX on February 04, 2016, 08:27:10 PM »
GeeXLab 0.9.5.0 is available for all platforms (win64 / win32, Mac OS X, Linux and Raspberry Pi).

More information:
http://www.geeks3d.com/hacklab/20160204/geexlab-0-9-5-0-released-for-windows-linux-os-x-and-raspberry-pi/
12
English forum / Re: GeeXLab not opening properly under Windows 10
« Last post by JeGX on February 04, 2016, 08:24:22 PM »
Great!

I though about two other things you can try on your previous laptop:

1/ try to rename the plugins/ folder so GeeXLab can't load plugins. There is perhaps an issue with a plugin.
2/ disable the online check for newer versions. You can disable this check with an additional option in command line:
Code: [Select]
GeeXLab.exe /no_online_check
13
3D-Tech News Around The Web / Intel HD Graphics Driver 20.19.15.4377
« Last post by Stefan on February 04, 2016, 04:48:05 PM »
Download from Microsoft
ATM only for SAMSUNG OEM with "Intel(R) HD Graphics 515"

Installation:

STEP 1)
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

STEP 3)
Follow this fool-proof "have disk" installation tutorial


No Changelog available, but:
GFXBench passes now all tests with driver 20.19.15.4377 + Windows 10 build 14257 on my rig.
 
GFXBench.vs.4377.png height=1077
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English forum / Re: GeeXLab not opening properly under Windows 10
« Last post by allydonaldson on February 04, 2016, 04:36:39 PM »
Works fine on another laptop (with an Iris GPU), so must be some odd issue with the previous laptop I tried.
15
English forum / Re: GeeXLab not opening properly under Windows 10
« Last post by allydonaldson on February 04, 2016, 10:59:54 AM »
I updated my drivers, and also tried the 32-bit version - didn't solve the issue.

Never mind: I will try from a different laptop, which hopefully will work; I'll post again if it doesn't.

Thanks for your suggestions.
16
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.7 for MacOS X
« Last post by Stefan 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
17
English forum / Re: How to use video texture in a GLSL Shader
« Last post by Stefan on February 03, 2016, 09:12:44 PM »
OK,
here is a generic flip code:

replace
iResolution.xy
with
vec2(iResolution.x, -iResolution.y)

Tested in toon video shader and ascii art

I'll upload the demos later with a non-commercial video
18
3D-Tech News Around The Web / WebGL - Play serious games in your browser
« Last post by JeGX on February 03, 2016, 08:17:30 PM »
No plug-ins, no installing anything, just go to the site.

Quote
WebGL is the only way to run a 3D app on Windows, Mac, and Android, etc., with no source changes. The first and only time this has ever been possible – in the known universe! And as Apple fragments the native API landscape with Metal – this portability becomes even more valuable.

Link: http://www.computer.org/portal/web/chasing-pixels-finding-gems/content?g=54397843&type=article&urlTitle=play-serious-games-in-your-browser
19
English forum / Re: How to use video texture in a GLSL Shader
« Last post by Stefan on February 03, 2016, 06:41:50 PM »
I was hoping you already have a function in LUA (equivalent to the magic button at Shadertoy.com)

Anyway i found the sweet spot in the pixelshader: simply replace iResolution.y with -iResolution.y or -1*iResolution.y
But it's only that easy in this particular shader because iResolution is split into x and y

>>>download fixed version here<<<

20
English forum / Re: How to use video texture in a GLSL Shader
« Last post by JeGX on February 03, 2016, 02:59:15 PM »
To flip the texture in the shader, you have to play with the vec2 texture coordinates. Try something like that to flip the texture around the horizontal axis (by inversing the Y coordinate):

Code: [Select]
vec4 getColor( in vec2 xy )
{

...

if (int(iter) >= ITER_MAX)
{
  vec2 uv = zxy*0.25 + 0.5;
  uv.y *= -1.0;
  return texture2D(iChannel0, uv);
}

...

vec2 uv = vec2(picx, dist);
uv.y *= -1.0;
vec4 color = texture2D(iChannel0, uv);

...

}


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