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41
English forum / Re: 140 demos converted and counting...
« Last post by Stefan on June 19, 2015, 04:07:25 PM »

replace  "attribute vec3 p" by "in vec4 gxl3d_Position" :

Thanks for the heads-up.
It compiles successfully, but it makes no difference visually.
42
English forum / Re: 140 demos converted and counting...
« Last post by JeGX on June 19, 2015, 03:57:42 PM »
Don't know how to get the value "p" for the vertex shader (so i used the VS that comes with GLSL Hacker)

There is no standard name for the vertex shader inputs but usually there is always the position. In your case:
Code: [Select]
// http://jp.wgld.org/js4kintro/editor/script.js   
attribute vec3 p;void main(){gl_Position=vec4(p,1.);}

replace  "attribute vec3 p" by "in vec4 gxl3d_Position" :
Code: [Select]
#version 150
in vec4 gxl3d_Position;
void main()
{
  gl_Position = gxl3d_Position;
}

43
English forum / Re: 140 demos converted and counting...
« Last post by Stefan on June 19, 2015, 03:49:51 PM »
Yet 20 more demos, watch the "train ride" at least 2 minutes.

--------------------------

The other day i stumbled upon a japanese GLSL editor at "JS4K intro"
"Planets" is the only demo that shows more than nothing.

Don't know how to get the value "p" for the vertex shader (so i used the VS that comes with GLSL Hacker)
Code: [Select]
// http://jp.wgld.org/js4kintro/editor/script.js   
attribute vec3 p;void main(){gl_Position=vec4(p,1.);}

I'm quite sure i converted the fragment shader correctly. Actually i found another difference between AMD and NVIDIA.

Code: [Select]
// http://jp.wgld.org/js4kintro/
#version 130 // mandatory for precision qualifier with AMD GPUs - NVIDIA doesn't care
precision mediump float;
//uniform float t;
//uniform vec2  r;
uniform vec2      iResolution;     // viewport resolution (in pixels)
uniform float     iGlobalTime;     // shader playback time (in seconds)
#define t iGlobalTime
#define r iResolution



edit: typo fixed
44
3D-Tech News Around The Web / OpenGL Extensions Viewer 4.3.6 for Windows
« Last post by Stefan on June 18, 2015, 06:14:12 PM »
download here

no changelog yet

45
3D-Tech News Around The Web / Cache In A Multi-Core Environment
« Last post by JeGX on June 18, 2015, 05:29:08 PM »
Quote
- Only use an Atomic when necessary, check if a volatile will meet your needs first
- Keep classes with multicore access segmented by cache lines to eliminate False Sharing
- Local variables are preferred over sharing data outside of the thread

Link: http://www.gamedev.net/page/resources/_/technical/general-programming/cache-in-a-multi-core-environment-r4098
46
3D-Tech News Around The Web / MagPi #34 available
« Last post by JeGX on June 18, 2015, 01:26:31 PM »
MagPi #34 is available in PDF format here:

- https://www.raspberrypi.org/magpi-issues/MagPi34.pdf

#34 talks about VNC for Raspberry Pi, Windows 10 IoT Core, and more cool articles about RPi.

All previous issues are available here:

- https://www.raspberrypi.org/magpi/issues/
47
3D-Tech News Around The Web / Cache And How To Work For It
« Last post by JeGX on June 18, 2015, 01:19:08 PM »
Quote
The Cache is always trying to guess what memory you’ll need to have before you request it, this prediction is called Cache Prefetching. This is why when working on an array it’s best to go through in sequential order instead of randomly jumping through, as the Cache Prefetcher will be able to guess what you’re using and have it ready before you need it. Cache loads things in groups of 64 bytes. The size is CPU-dependant and can be checked under your CPU’s specification under Cache Line size, although it’s typically 64 bytes. This means that if you have an array of integers and you grab 1 of those integers, the cache has also grabbed the Cache Line that it sits on. Grabbing the next integer stored next to it will be a Cache Hit and subsequently extremely fast. The alignment of the Cache Line will always be a multiple of the Cache Line's size, meaning that if you fetch memory at 0x00 (0) then what will be cached is everything between 0x00 (0) and 0x40 (64) and if you fetch something at 0x4F (79) then you’ll get everything between 0x40 (64) and 0x80 (128).

Full article: http://www.gamedev.net/page/resources/_/technical/general-programming/cache-and-how-to-work-for-it-r4020
48
English forum / Re: GLSL Hacker 0.8.4
« Last post by JeGX on June 18, 2015, 11:03:28 AM »
The only limitation is that you won't be able to use Python in your demos. That's all. All features are available in Lua and Python so the Python plugin is not mandatory.

Now if you want to play with Python, you have to install the latest Python 2.7 64-bit :

- https://www.python.org/ftp/python/2.7.10/python-2.7.10.msi


I have to look at this issue in a near future...



49
English forum / Re: 120 demos converted and counting...
« Last post by JeGX on June 18, 2015, 10:57:13 AM »
I'll try to post a demo asap that displays several images that should help you.
50
3D-Tech News Around The Web / Killing Floor 2 is First with NVIDIA FleX
« Last post by JeGX on June 18, 2015, 10:32:57 AM »
Quote
In the horror genre, gore and guts are commonplace. And the folks at Tripwire Interactive are using our technology to take the gore in their new horror survival game to a new level. In Killing Floor 2, you must fight your way through waves of mutated specimens, called Zeds. The longer you fight, the messier things get.

The three foundations of the game’s initial design mantra were “Bullets, Blades and Blood.” And that lead to the creation of the M.E.A.T. (massive evisceration and trauma) system to depict dynamic gore, blood splatter and detailed graphic violence. To get the M.E.A.T. just right, Tripwire made Killing Floor 2 the first game to use our NVIDIA PhysX FleX technology for soft tissue and fluid interaction. That’s geek for guts and blood splatter.


Links:
- A Bloody Masterpiece: Killing Floor 2 is First with NVIDIA FleX

- NVIDIA Flex SDK v0.8
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