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3D-Tech News Around The Web / Normal generation in the pixel shader (GLSL)
« Last post by JeGX on February 16, 2015, 01:39:47 PM »
As usual, whilst working on one aspect of Avoyd I hit a hurdle and decided to take a break by tweaking some visuals - specifically looking at the normals for my surfaces. I added a step to generate face normals in the pixel shader using the derivatives of world space position, and immediately noticed precision issues when close to the surface. I'll demonstrate the issue and my quick fix which uses eye relative position instead of world space, before explaining what's happening in full.

3D-Tech News Around The Web / Keep a CHANGELOG
« Last post by JeGX on February 16, 2015, 11:35:17 AM »
A good change log sticks to these principles:

    It’s made for humans, not machines, so legibility is crucial.
    Easy to link to any section (hence Markdown over plain text).
    One sub-section per version.
    List releases in reverse-chronological order (newest on top).
    Write all dates in YYYY-MM-DD format. (Example: 2012-06-02 for June 2nd, 2012.) It’s international, sensible, and language-independent.
    Explicitly mention whether the project follows Semantic Versioning.
    Each version should:
        List its release date in the above format.
        Group changes to describe their impact on the project, as follows:
        Added for new features.
        Changed for changes in existing functionality.
        Deprecated for once-stable features removed in upcoming releases.
        Removed for deprecated features removed in this release.
        Fixed for any bug fixes.
        Security to invite users to upgrade in case of vulnerabilities.

3D-Tech News Around The Web / Which Clang Warning Is Generating This Message?
« Last post by JeGX on February 12, 2015, 09:38:00 AM »
Some examples:

-Waddress-of-array-temporary  :      "pointer is initialized by a temporary array, which will be destroyed at the end of the full-expression"

-Warray-bounds : array index %0 is past the end of the array (which contains %1 element%s2)

-Wc++11-compat : explicit instantiation cannot be 'inline'

-Wc++98-c++11-compat : use of this statement in a constexpr %select{function|constructor}0 is incompatible with C++ standards before C++1y

-Wdocumentation : not a Doxygen trailing comment

-Wheader-hygiene : using namespace directive in global context in header

All warnings:
English forum / Re: Could not connect to server (04)
« Last post by JeGX on February 12, 2015, 09:32:51 AM »
In recent versions of GLSL Hacker, I disabled the internal TCP/IP server used for remote live coding.

To enabled it, start GLSL Hacker in command line with /start_tcpip_server:

Code: [Select]
GLSLHacker /start_tcpip_server
English forum / Could not connect to server (04)
« Last post by janixpl on February 10, 2015, 07:12:33 PM »
I am new here, and this is my first post on this forum.

I have a problem with GLSL Hacker. When I try run network GPU program live-updater, I have an error:
"Could not connect to server (04)."
I am using this program locally. I've tried change server address from localhost, to and change port too. Nothing works :/
Anyone has this problem?
3D-Tech News Around The Web / Re: GTX 970 Memory Allocation Issues over 3.5GB
« Last post by JeGX on January 27, 2015, 06:39:35 PM »
Big Pictures / Re: Storms of Volcanic Lightning
« Last post by jukil on January 25, 2015, 10:24:07 AM »
Awesome. Need to put this pict on my screensaver
3D-Tech News Around The Web / GTX 970 Memory Allocation Issues over 3.5GB
« Last post by jscheema on January 24, 2015, 02:48:33 PM »


Nvidia response:

"The GeForce GTX 970 is equipped with 4GB of dedicated graphics memory.  However the 970 has a different configuration of SMs than the 980, and fewer crossbar resources to the memory system. To optimally manage memory traffic in this configuration, we segment graphics memory into a 3.5GB section and a 0.5GB section.  The GPU has higher priority access to the 3.5GB section.  When a game needs less than 3.5GB of video memory per draw command then it will only access the first partition, and 3rd party applications that measure memory usage will report 3.5GB of memory in use on GTX 970, but may report more for GTX 980 if there is more memory used by other commands.  When a game requires more than 3.5GB of memory then we use both segments.
We understand there have been some questions about how the GTX 970 will perform when it accesses the 0.5GB memory segment.  The best way to test that is to look at game performance.  Compare a GTX 980 to a 970 on a game that uses less than 3.5GB.  Then turn up the settings so the game needs more than 3.5GB and compare 980 and 970 performance again."

Thank you.
GpuTest / ISSUE with GPUTEST when running for 8 hour or more.
« Last post by macs on January 22, 2015, 04:20:29 PM »
hello, I found a Issue with the GPUtest running for more than 8 Hours.

if you ran the GPUtest for 4 hour the application works fine and at the end generate the result file.

if you put more than 8 hours of duration the GPUtest never end and never put the result files.

maybe is a Type Size issue and using more time we get an overflow.

I hope someone can fix this issue.


3D-Tech News Around The Web / Matter.js: 2D Physics Engine for the web
« Last post by JeGX on January 20, 2015, 01:24:27 PM »
Matter.js is a 2D rigid body physics engine for the web written in JavaScript.

-  Physical properties (mass, area, density etc.)
-   Rigid bodies of any convex polygon
-   Stable stacking and resting
-   Collisions (broad-phase, mid-phase and narrow-phase)
-   Restitution (elastic and inelastic collisions)
-   Conservation of momentum
-   Friction and resistance
-   Constraints
-   Gravity
-   Composite bodies
-   Sleeping and static bodies
-   Events
-   Rounded corners (chamfering)
-   Views (translate, zoom)
-   Collision queries (raycasting, region tests)
-   Time scaling (slow-mo, speed-up)
-   Canvas renderer (supports vectors and textures)
-   WebGL renderer (requires pixi.js)
-   MatterTools for creating, testing and debugging worlds
-   World state serialisation (requires resurrect.js)
-   Cross-browser (Chrome, Firefox, Safari, IE8+)
-   Mobile-compatible (touch, responsive)
-   An original JavaScript physics implementation (not a port)

- Homepage
- Source code @ GitHub
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