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English forum / OpenGL 4 Shader Subroutines - Linux + GTX 680 is OK
« Last post by JeGX on November 08, 2014, 12:28:36 PM »
Linux Mint 17 64-bit + R331.104 + GTX 680: works fine!

3D-Tech News Around The Web / Re: Transparency (or Translucency) Rendering
« Last post by kuranes on November 07, 2014, 03:50:36 PM »
Seems there is problems with Weighted Blended OIT on intel and amd ?

(another webgl demo here )
English forum / Funny Webcam - Cubes and Torus
« Last post by JeGX on November 07, 2014, 03:40:05 PM »
With cubes:

With torus:

3D-Tech News Around The Web / Transparency (or Translucency) Rendering
« Last post by JeGX on November 07, 2014, 01:25:54 PM »
Like many other visual effects, games attempt to mimic transparent (or translucent as it’s often synonymously referred to in the games industry) objects as closely as possible. Real world transparent objects are often modelled in games using a simple set of equations and rules; simplifications are made, and laws of physics are bent, in an attempt to reduce the cost of simulating such a complex phenomenon. For the most part we can get plausible results when rendering semi-transparent objects by ignoring any refraction or light scattering in participating media. In this article we’re going to focus on a few key methods for transparency rendering, discuss the basics and propose some alternatives/optimizations which should be of use to anyone who hasn’t heard them before.

Full article:
English forum / Funny Webcam - Lines
« Last post by JeGX on November 07, 2014, 12:47:28 PM »
With some lines:

3D-Tech News Around The Web / Moving Frostbite to Physically Based Rendering (PBR)
« Last post by JeGX on November 04, 2014, 12:49:31 PM »
Over the course of the past few months, we have been re-evaluating our entire approach to image quality in Frostbite. Our overall goal has been to achieve a coherent and cinematic look while simplifying high-quality content creation for our game teams and artists. Moving to physically based rendering (PBR) was the natural way for us to achieve this.

This talk & detailed course notes covers what we’ve learnt during this R&D process and transition that we’ve gone through together with multiple game teams within Electronic Arts – all the different concepts & steps needed to transition a production game engine to PBR, including details that are often bypassed in the literature.

All slides:
English forum / Funny Webcam
« Last post by JeGX on November 04, 2014, 12:21:25 PM »
A quick test that mixes geometry instancing and webcam.  Each cube is stretched along z axis according to the value of the texture (the webcam output).  I will put the demo in the code sample pack later.

English forum / GLSL Hacker released
« Last post by JeGX on November 03, 2014, 08:19:15 PM »
A new version of GLSL Hacker is available for all platforms (Windows, OS X and Linux).

Complete story is available here:


Code sample pack:

Version - 2014.11.03
+ added new plugin based on FreeType-GL to eaily render true type fonts
 (all gh_utils.ftgl_xxxxxxx() functions).
+ added support of omni-lights shadow mapping with cube shadow maps
  (gh_camera.set_orientation_cubemap(), gh_render_target.create_cubemap(),
+ added support of user clipping planes (gh_renderer.enable_state()/disable_state()).
+ added get_orientation_euler_angles(), get_absolute_orientation_euler_angles(),
  get_orientation_vectors(), get_orientation_vector_z(), get_absolute_orientation_vectors()
  get_absolute_orientation_vector_z() to gh_object lib.
! updated camera orientation. Now a camera's children are correctly oriented.
+ added copy_transform() to gh_object lib.
+ added detection of OS X 10.10 Yosemite.
3D-Tech News Around The Web / CUDA pathtracer
« Last post by JeGX on November 03, 2014, 05:55:59 PM »
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