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3D-Tech News Around The Web / (Android) OpenGL ES CapsViewer 0.5
« Last post by Stefan on November 19, 2015, 09:55:58 PM »
The OpenGL ES Caps Viewer is the mobile equivalent of the OpenGL Caps Viewer for Windows, Linux and Mac OSX.

 What's New 
0.5 :
- Support for Android TV

3D-Tech News Around The Web / NVIDIA GameWorks VR SDK 1.0 final incl. NVAPI 359.00
« Last post by Stefan on November 19, 2015, 08:14:47 PM »
GameWorks VR   

Virtual reality is the next frontier of gaming and 3D intensive applications, and NVIDIA is helping to pave the way with GameWorks VR.   GameWorks VR is NVIDIA’s set of APIs, libraries, and features that enable both VR headset and game developers to deliver amazing VR experiences.

3D-Tech News Around The Web / Futuremark's legacy benchmarks now for free
« Last post by Stefan on November 19, 2015, 05:59:14 PM »
Unsupported benchmarks

These benchmarks are provided for entertainment only. They may not work with current operating systems and online services may have been retired. We recommend using the latest versions of 3DMark and PCMark to test modern hardware and devices.
3D-Tech News Around The Web / NVIDIA GeForce driver 359.00
« Last post by Stefan on November 19, 2015, 05:03:03 PM »
  Game Ready
 Optimal experience for Assassin’s Creed: Syndicate and Overwatch: Beta.
 GameWorks VR 1.0 Support
 Driver support for GameWorks VR 1.0, including Multi-Res shading and Windows 10 support.

Application SLI Profiles
 Added or updated the following SLI profiles:
  • Guild Wars 2 - 64-bit EXE added
  • Overlord: Fellowship of Evil - DX11 SLI profile added
  • Total War: Attila - SLI disabled
  • War Thunder - 64-bit EXE added
Source: NVIDIA Releases GeForce 359.00 WHQL Game Ready Drivers
3D-Tech News Around The Web / Cryengine - Back to Dinosaur Island tech demo
« Last post by Stefan on November 19, 2015, 04:54:18 PM »
Back to Dinosaur Island takes advantage of 15 years of CRYENGINE development to show users the sheer endless possibilities that upcoming Virtual Reality devices like the Oculus Rift offer, bringing them face to face with the most terrifying predator that has ever walked the Earth.

Minimum system requirements:
  • OS: Windows 7, 8 or 10 (64bit)
  • Processor: Intel Core i7-2600K CPU 3.40GHz
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
English forum / GeeXLab GPU program live-updater bug
« Last post by groundhog on November 19, 2015, 09:16:46 AM »

Again with a problem on Windows (tested on 8.1 and 10):

When I open a shader (vertex or fragment, does not matter which), which contains a hash as first character, like this:
Code: [Select]
#version 120
uniform sampler2D tex0;

the hash is missing in the script editor, like this:
Code: [Select]
version 120
uniform sampler2D tex0;

So if I just open a working shader and hit ">>execute" I get an ERROR unless I re-insert the hash manually.

I can hack around this behavior by inserting an empty line at the start of the shader, which gets removed too.

Additional inconsistency:
opening a script in the script manager works with a left-click, but in the GPU programs manager you need a right-click.
Just a slight annoyance, which took me a few clicks to figure out.

Again: thanks for the great tool!


anyway, it is worth to pay for it, for it is so powerful and it can convert between almost all popular video formats

That is not necessary. Some free programs work like a charm, such as freemake, free video converter, format factory, etc.
English forum / Re: gh_vertex_pool.render parameter count wrong?
« Last post by JeGX on November 17, 2015, 09:09:45 PM »
Great! Does this fix the scrambled order of the position components?

Yes, the issue should be fixed.
3D-Tech News Around The Web / Goo Engine goes open source
« Last post by Stefan on November 17, 2015, 05:12:26 PM »
Oh my Code! Goo Engine goes open source!

So, what is the Goo Engine?

The Goo Engine is the core of Goo Create. Our editor Goo Create would not work without it, but the engine can function on its own if you’re ready to do a little coding. When scripting inside of Goo Create you are also using the Goo Engine.

  • Beautiful Graphics: blazing fast rendering pipeline, built on top of open web standards.
  • Animation: support for animations and geometry from major 3D graphics tools (e.g. FBX, .OBJ, etc) via our own file format converter.
  • Audio: 2D and 3D sound system.
  • Physics: High performance physics in every browser.
  • Entity-Component system: A simple, composable and extensible pattern, often used for game engines.
  • State Machine: Create interactivity in a really simple way.
  • Advanced Timeline System: Animate entity properties over time.
  • …and much more!
English forum / Re: gh_vertex_pool.render parameter count wrong?
« Last post by groundhog on November 17, 2015, 05:05:50 PM »
I found another bug in gh_vertex_pool.vertex_set_position() and gh_vertex_pool.vertex_set_color().

Great! Does this fix the scrambled order of the position components?

In your code, you mix vb_set_vertex_position and vertex_get_position:

gh_vertex_pool.vertex_set_position() writes to CPU memory and gh_vertex_pool.vertex_get_position() reads from CPU memory.

gh_vertex_pool.vb_set_vertex_position() writes directly to GPU memory and gh_vertex_pool.vb_get_vertex_position() reads from GPU memory.

That's why the position you have written with gh_vertex_pool.vb_set_vertex_position() can't be read with gh_vertex_pool.vertex_get_position().

Yes, I was just trying all combinations. But vb_set/get_... alone was not working, either.

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