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English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by Stefan on January 29, 2016, 05:04:47 PM »
Done!

http://www.geeks3d.com/hacklab/20160128/how-to-read-the-keyboard-in-a-glsl-shader/

Hope that helps!

Nice job,
i didn't expect that much code.


Here is a Digital clock - ported to GeeXLab

"Up key toggles AM/PM mode, Down key toggles red green. Left is microwavestyle, Right is off leds shown."





I'll search now for more keyboard controlled demos...
42
3D-Tech News Around The Web / Intel - Software Occlusion Culling (Update 1/15/2016)
« Last post by Stefan on January 28, 2016, 05:40:35 PM »
This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into occluders and occludees and culls occludees based on a depth comparison with the occluders that are software rasterized to the depth buffer. The sample code uses frustum culling and is optimized with Streaming SIMD Extensions (SSE) instruction set and multi-threading to achieve up to 8X performance speedup compared to a non-culled display of the sample scene.

Update 1/15/2016

The occlusion culling sample has been optimized with Intel® Advanced Vector Extensions 2 (AVX2) instructions to improve the time spent in the culling pass. The Intel® Core™ m7-6Y75 processor is a dual-core 4.5W processor. Table 1 compares the performance of the Intel® Streaming SIMD Extensions 4.1 (SSE4.1) version to the AVX2 version on this processor. The cull time varies with the scene and with the resolution of the depth buffer. AVX2 reduced the cull time by up to 1.32x.
43
General Discussion / Re: only ~50 fps in ShaderToyMark before bench
« Last post by JeGX on January 28, 2016, 05:20:48 PM »
Shadertoymark is coded with the very first version of GeeXLab which is stopped since 3 years.  Then I can not fix current issues.

But I planned to code a new shadertoymark with some recent shaders...
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English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by JeGX on January 28, 2016, 12:20:52 PM »
I'm working on a demo that will show how to retrieve GeeXLab keyboard codes in a shadertoy shader...
46
English forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by Stefan on January 28, 2016, 01:55:54 AM »
Synthclipse has an "exact copy of the Shadertoy's keyboard input".

But i still didn't understand it...

Quote
Keyboard Uniform Control can be used for reading a keyboard state (if a key is pressed or toggled). It is exact copy of the Shadertoy's keyboard input. The keyboard state is kept in a texture with dimensions 256 x 2. Each row represents the same set of 256 characters. Index (from 0 to 255) of a texel in a row equals to a key code which the texel represents. Key codes are compatible with JavaScript and the list of most notable ones can be found here.
Each texel has only one component - R - which can have only one of the two values: 0.0 (off), 1.0 (on). The Lower row (the one sampled with y <= 0.5) of the texture keeps track of the pressed (1.0) / released (0.0) key state. The upper row (the one sampled with y > 0.5) keeps track of whether a key is toggled or not.
Keyboard input is gathered only when the Viewport View is focused.
47
3D-Tech News Around The Web / Microsoft Windows 10 Insider Preview Build 14251
« Last post by Stefan on January 27, 2016, 10:13:23 PM »
Today, we are releasing Build 14251 Windows Insiders in the Fast ring.
 
Sharp-eyed Insiders likely noted the big jump in build numbers from our last preview build (11102). Historically, the codebase for mobile had a different OS version than the codebase for PC because they were developed by different teams on different schedules. With Windows 10, we became one Windows team and brought these two codebases together. We started by changing the version string displayed in the UI to be consistent, which is why you saw similarly labeled builds over the past year for both Mobile and PC, but the underlying binary version numbers were still different. As part of our work getting the common codebase ready for the next release, we decided to complete that work and sync the build numbers between mobile and PC. Because the mobile codebase used higher build numbers than PC, we needed to jump ahead a bunch of build numbers to ensure updates to future builds will continue to work. So that’s why build numbers went from 11105, 11106, and 11107 to 14251.

This build doesn’t have notable new features in it but I encourage you to check out the new Cortana improvements we released to Insiders earlier this week. The January update to the Xbox Beta app for Windows 10 is also now available with some really nice improvements for Insiders to try out and give us feedback.

This build does contain some really good bug fixes that Insiders will appreciate:
 
  • We fixed the issue where some PC games would crash switching from windowed mode to full screen, upon game resolution change, or upon launch due to a bug in Windows graphics stack. So play your games! If you run into any issues – please let us know by reporting in the Feedback app and include the game title.
  • We fixed the issue where applications such as Narrator, Magnifier, and third-party assistive technologies may experience intermittent issues or crashes.
  • We fixed an issue where File Explorer would crash frequently when DPI settings were at 175%.
I also want to reiterate once again that with the change to release builds faster to Windows Insiders in the Fast ring, bugs like the ones we had in the last build (or the File Explorer copy UX from the prior build) are going to pop up. Sometimes it might be several builds before we get these bugs fixed. And there might be times where a build we release contains bugs we haven’t found in internal testing as well.

We’re at the beginning of a new development cycle for our next feature update to Windows 10, and that means teams will be checking in lots of new code as they integrate their feature payloads. Being an Insider means you’re getting the latest code changes, and working with new builds that are relatively new even for Microsoft employees. If this worries you, you can switch to the Slow ring and stick with less frequent but more stable builds.
48
English forum / How to use keyboard in ported Shadertoy demos
« Last post by Stefan on January 27, 2016, 05:08:34 PM »
Here is a nice keyboard controlled demo: Key Quest

I tried to port it to GeeXLab - download here

Keyboard action in the info quad works fine, but i have no idea how to send virtual key codes through the "iChannel" to the pixel shader.

Thats' what i tried:

Code: [Select]
...
  if (gh_input.keyboard_is_key_down(KC_B) == 1) then
    _keyboard_last_time = elapsed_time
    key_str = "B"
    virtual_key = 66
  end
...

-- this doesn't work...
gh_gpu_program.uniform1i(shadertoy_prog, "iChannel3", virtual_key)

-- this works
gfx.write_text(10, 160, 1, 1, 0, 1, "Press buttons ABCDEFGHK")
gfx.write_text(10, 180, 1, 0, 0, 1, "" .. key_str)

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3D-Tech News Around The Web / Intel SDK for OpenCL Applications 2016
« Last post by Stefan on January 27, 2016, 04:29:32 PM »
Intel® SDK for OpenCL™ Applications 2016 is now available including GPU Kernel Debugger for Windows (Beta) and standalone release for Linux.
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Rise of the Tomb Raider & The Division Beta Game Ready Drivers Released

The new GeForce Game Ready 361.75 WHQL drivers for Rise of the Tomb Raider and Tom Clancy's The Division beta test are now available to download via GeForce Experience. With Game Ready optimizations and SLI profiles for the two new action titles, our latest set of drivers will deliver the best possible experience whilst raiding tombs and battling foes in New York City.

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