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61
English forum / Re: RGBA8 texture is unsuported in Compute shaders
« Last post by msomeone on October 11, 2014, 12:46:48 PM »
Thats great, thanks for fixing it so fast.

And thanks for developing such a usefull tool!
62
English forum / GLSL Hacker 0.7.1.5 released
« Last post by JeGX on October 10, 2014, 05:43:15 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit only

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

Changelog:
Quote
Version 0.7.1.5 - 2014.10.10
----------------------------
! updated pixel format support for image2D writing (GL_ARB_shader_image_load_store)
  PF_U8_RGBA (rgba8 in GLSL) and PF_U8_R (r8 in GLSL) added (gh_texture.image_bind()).
63
English forum / GLSL Hacker 0.7.1.4 released
« Last post by JeGX on October 10, 2014, 05:38:03 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit, and OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

Changelog:
Quote
Version 0.7.1.4 - 2014.10.10
----------------------------
! improved shader subroutines support with several uniform subroutines per GPU program.
! improved GPU programs speed (better management of uniform variables).


Version 0.7.1.3 - 2014.10.05
----------------------------
+ added webcam_get_num() to the gh_utils lib (Lua/Python).
! improved the management of multiple webcams in the Windows version.


Version 0.7.1.2 - 2014.10.04
----------------------------
* bugfix: crash when ZOMBIE scripts are stored in separate file
  instead of in the XML.
+ added network_message_pop() to gh_utils.

64
English forum / Re: RGBA8 texture is unsuported in Compute shaders
« Last post by JeGX on October 10, 2014, 05:29:16 PM »
It's not a bug and what you are doing is ok. It's just a pixel format for image2D that was not handled by GLSL Hacker. I added it in GLSL Hacker 0.7.1.5 (which should be downloadable in few minutes).

Now you can use PF_U8_RGBA in Lua and layout(rgba8) in GLSL. Same thing with PF_U8_R and layout(r8). I added a new demo (demo_v02_rgba8.xml).

I will add 16-bit channel texture support in one of the next versions.

Update: GLSL Hacker 0.7.1.5
http://www.geeks3d.com/forums/index.php/topic,3723.msg4470.html#msg4470

65
English forum / RGBA8 texture is unsuported in Compute shaders
« Last post by msomeone on October 10, 2014, 08:55:56 AM »
Hello,
i've recently tried using GLSL Hacker with compute shaders and discovered that PF_U8_RGBA textures are not able to be written into.
As a reproducer i've modified gl-430-arb-compute-shader_Image_PostFX hostapi sample to create PF_U8_RGBA texture and changed r32f in compute shader to rgba8: http://pastebin.com/5Vr7TPV0

Is there something wrong in what i was doing or this could be considered as a bug?

offtopic: is there any chance, that 16bit channel textures would be supported in near future (sometimes one could need to load 16bit grayscale png for example)?

Thanks for attention
66
3D-Tech News Around The Web / Why AMD GPUs Are Right for Data Centers (FirePro S9100)
« Last post by JeGX on October 08, 2014, 02:21:03 PM »
Quote
When it comes to AMD FirePro™ S-Series GPUs, there is never “too much of a good thing.” During my conversations at trade shows and conventions, customers have been asking for a server GPU solution that not only provides the speed to accomplish computational tasks, but they also want accuracy for precise results. Earlier this year, we announced the top-of-line AMD FirePro™ S9150 – the most powerful server GPU ever built for High Performance Computing1 measured by performance/watt.  But customers also told us they want a product for mainstream, budget conscious projects that still delivers equally exceptional performance for HPC.
 
To meet that demand, we’ve expanded our server GPU portfolio. By infusing our most current iteration of the AMD GCN architecture2 into AMD FirePro™ server GPUs, we have been able to offer two products that deliver leading edge double-precision floating-point rates, and operate with tremendous efficiency.
 
The new AMD FirePro™ S9100 server GPU is supreme in its class, with high peak single- and double-precision floating point performance, including  2.11 TFLOPS peak double-precision and up to 9.4 GFLOPS per watt TDP double-precision performance3. Compute-intensive workloads are where this card excels. With 2,560 stream processors and 12GB of GDDR5 memory, the AMD FirePro S9100 is equipped to handle supercomputing tasks. For those working in scientific compute, research, or structural analysis, it would be fair to say this GPU is a compute powerhouse. On top of the performance, the card’s maximum TDP comes in at 225W, and its passive cooling solution makes it ideal for deployment in server environments.

Complete story:
http://community.amd.com/community/amd-blogs/amd-business/blog/2014/10/06/why-amd-gpus-are-right-for-the-data-center-a-closer-look-at-amd-firepro-s9100
67
3D-Tech News Around The Web / NVIDIA R344.24 WHQL for GTX 970M and GTX980M (notebook)
« Last post by JeGX on October 08, 2014, 09:18:04 AM »
Supports the new GeForce GTX 980M and GTX 970M GPUs, based upon the second-generation Maxwell architecture:

- R344.24 Win7/Win8 64-bit
- R344.24 Win7/Win8 32-bit
69
English forum / GLSL Hacker 0.7.1.1 released
« Last post by JeGX on September 29, 2014, 03:42:03 PM »
A new dev version of GLSL Hacker is ready for Windows 64-bit, and OS X.

You can download it from this page:
http://www.geeks3d.com/glslhacker/download.php

Full changelog:
http://www.geeks3d.com/glslhacker/changelog.php

v 0.7.1.1 changelog:
Quote
Version 0.7.1.1 - 2014.09.29
----------------------------
! updated network script updater (v0.2.0, Windows and OSX) with
  live coding checkbox and execute button.
! fixed some bugs and improved the live coding in the Windows version.
+ added auto-save of scripts and shaders if necessary (read: they have been
  modified).
+ added a button in script and shader editors to save the code source in
  the scripts/ or shaders/ folder of GLSL Hacker (Windows version only).
* script and shaders errors are now correctly redirected to the output window.
+ added an option to disable live coding in script and shader editing windows
  (Windows version only).
* fixed some potential crashes in gh_utils functions that take strings as
  parameters (like font_render() or font_render_3d().
! updated the dialog box / output window for the traces (Windows version only).
+ added circle_create(), circle_update_radius(), line_create(),
  line_set_start_position(), line_set_end_position(),
  line_set_start_color() and line_set_end_color() to gh_utils lib.
! updated the Lua immediate mode: now the Lua state of the first script
  is used (not the case so far!).
* improved the GPU monitoring plugin when running on NVIDIA Optimus systems.
+ added gh_leap (Leap Motion) library in the Python plugin.
+ updated Python plugin: gh_renderer.get_capability_4i(),
  gh_renderer.query_xxxx() (GL_ARB_pipeline_statistics_query GL4.5), gh_utils...
70
General Discussion / BLACKCELL.js - modern, JS-friendly 3D rendering API over WebGL
« Last post by vsergey3d on September 26, 2014, 11:24:54 AM »
BLACKCELL.js - open-source project that provide modern, JS-friendly API for real-time 3D rendering over WebGL.

The project's aim is to give an expressive tool for rapid prototyping and publishing complex rendering techniques. It also useful for 3D-projects which require low-level API features and commonly used implementation at the same time.

The features:
- Linear algebra (vectors, rotations, transformations) and geometry  primitives
- Staging graphics core (designed for custom rendering pipelines and  shaders)
- Common implementations (frustum culling, attributes & uniforms binding,  context lost handling, etc)
- WebGL Extensions supported / WebGL 2.0 oriented architecture

http://blackcelljs.com/
https://github.com/vsergey3d/blackcell
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