Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Godfire: Rise of Prometheus is an action-adventure experience unlike any other on Google Play, with console-quality graphics, vicious free-flow combat and epic boss battles.Discover a beautiful world of myth and technology, riddled with secrets, puzzles and dozens of unique items to discover.

NEXT-GEN QUALITY GRAPHICS
Witness amazing Unreal Engine-powered visuals, created in collaboration with Oscar-nominated animation studio Platige Image.

ENHANCED BY QUALCOMM® SNAPDRAGON™: witness jaw-dropping visual effects like tessellation with displacement mapping and advanced antialiasing – made possible with the power of Qualcomm® Snapdragon™ 805 technology and OpenGL ES 3.1!
32
3D-Tech News Around The Web / PS4 Should Support Vulkan
« Last post by JeGX on April 01, 2015, 07:59:30 AM »
Quote
According to Wardell, Sony’s current API is much low level compared to Mantle and even Vulkan but they should look into adding Vulkan support for the console as it will reduce a lot of developer overhead for cross platform development.

“What I was referencing at the time was Vulkan. We’re part of the Khronos Group and now it depends who you talk to at Sony and this gets in to a debate. Sony has a very low-level API already for the PlayStation 4. The problem I have with it is that if you want to make use for it you’re writing some very specific code just for the PlayStation 4. And in the real world people don’t do that right. I write code generally to be as cross-platform as I can.”


Link: http://gamingbolt.com/ps4-should-support-vulkan-ps4s-api-not-completely-native-for-current-gen-yet-brad-wardell
33
"A large amount of numerically-oriented code is written and is being written in legacy languages. Much of this code could, in principle, make good use of data-parallel throughput-oriented computer architectures. Loo.py, a transformation-based programming system targeted at GPUs and general data-parallel architectures, provides a mechanism for user-controlled transformation of array programs. This transformation capability is designed to not just apply to programs written specifically for Loo.py, but also those imported from other languages such as Fortran. It eases the trade-off between achieving high performance, portability, and programmability by allowing the user to apply a large and growing family of transformations to an input program. These transformations are expressed in and used from Python and may be applied from a variety of settings, including a pragma-like manner from other languages."

http://hgpu.org/?p=13791

http://documen.tician.de/loopy/
34
3D-Tech News Around The Web / Kingston unveils high-speed HyperX Predator PCIe SSD
« Last post by gyg on March 29, 2015, 11:20:54 AM »
"Kingston's new HyperX Predator PCIe SSD is an upgrade part that brings read speeds of up to 1400MB/s and write speeds hitting 1000MB/s to desktop and notebook systems."

http://www.zdnet.com/article/kingston-unveils-high-speed-hyperx-predator-pcie-ssd/
35
3D-Tech News Around The Web / GNU Nano Gets New Stable Release
« Last post by gyg on March 29, 2015, 11:18:11 AM »
GNU Nano 2.4.0 has been released as the first stable update to this UNIX command line text editor in a number of years. The release codenamed "Lizf" brings a wide variety of changes: full undo system, Vim-compatible file locking, linter support, formatter support, flexible syntax highlighting, and random bugfixes.

http://www.phoronix.com/scan.php?page=news_item&px=GNU-Nano-2.4.0-Released

https://lists.gnu.org/archive/html/nano-devel/2015-03/msg00068.html
36
3D-Tech News Around The Web / Microsoft - The Zombie DirectX SDK
« Last post by Stefan on March 29, 2015, 07:17:40 AM »
Quote
Over the past five years, I've devoted significant time and effort to explaining the state of affairs with the legacy DirectX SDK. Developers can of course continue to use the legacy DirectX SDK (once they apply the workaround for the existing installation problems) with the Windows 8.0 SDK or later which comes with VS 2012 / 2013 / 2015 per the instructions on MSDN. This allows existing projects that still use deprecated D3DX9/D3DX10/D3DX11, XAudio 2.7, XInput 1.3, or XACT to build but still gain access to the latest Windows headers/libraries. You should in general rely on other methods for obtaining the latest debug device layer, tools, utility libraries, samples, Effects 11, DXUT11, and HLSL Compiler.
There is, however, one case that I've not addressed to date: A number of developers actually "checked in" the legacy DirectX SDK headers and libraries into their source control.

Read on...
37
3D-Tech News Around The Web / Clustered Shading demo links
« Last post by JeGX on March 27, 2015, 05:15:39 PM »
38
3D-Tech News Around The Web / Humus' Clustered Shading demo
« Last post by Stefan on March 27, 2015, 04:52:40 PM »
Quote
Clustered Shading is a technique for efficient lighting on modern GPUs ...
The main motivation for Clustered Shading is performance, flexibility, and simplicity. It normally out-performs competing techniques, such as tiled shading, and in particular the worst-case performance, which is what matters most...

Runs fine on old AMD Zacate APU.
Clustered shading is twice as fast as deferred shading.
39
English forum / GLSL Hacker 0.8.2.2 available
« Last post by JeGX on March 27, 2015, 04:40:23 PM »
I just uploaded a new version of GLSL Hacker that brings minors bugfixes. The version 0.8.2.2 is available for all platforms: Windows 64-bit, Linux 64-bit, Mac OSX and Raspberry Pi.

All demos for the Raspberry Pi are now in the official code sample pack in the opengl_es_20/ sub-folder .

DOWNLOAD: http://www.geeks3d.com/glslhacker/download/

Changelog: http://www.geeks3d.com/glslhacker/changelog/
40
General Discussion / stars shader
« Last post by mireazma on March 27, 2015, 02:57:24 PM »
Hello there.

Can you guys give me a direction where to get assistance about making a specific shader?

I want to make a starry night sky from 2 separate textures: 1 for the sky background + 1 for the stars. The stars texture is 90% empty, as in RGBA(0, 0, 0, 0) and only have scattered white points or little blobs as stars.
I need an idea about how to make a shader for the stars texture to draw a cross for each star (horizontal/vertical spikes). The idea here is whenever camera is rotated the crosses stay unrotated.
One alternate way is to just have a pre-crossed star texture and draw it multiple times at different locations over the already rotated background. But with 1000 stars I'm afraid it's not going to be very economical. And I want to take advantage of the shader parallelism.

The shader would probably be something like the simple blur shader. I'm saying this because I guess it should "smudge" the points (original stars) upwards, downwards, left and right.

But I have no clue as to where to begin. Seeing those amazing Geeks3D shaders I thought what I want is doable relatively simply.
Pages: 1 2 3 [4] 5 6 ... 10