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3D-Tech News Around The Web / DirectX Raytracing Tutorials
« Last post by Stefan on March 20, 2018, 07:36:01 AM »
This repository contain tutorials demonstrating how to use DirectX Raytracing. Under the Tutorials folder you can find Word documents going over the code, explaining how to use the API.
  • Windows 10 RS4. Follow the instructions on the DirectX forums.
  • Windows 10 SDK 10.0.16299.91.
  • Visual Studio 2015.
  • You do not need to download the DXR SDK, it is packaged with the tutorials.
  • Open the solution, build it, knock yourself out.

Unsurprisingly the samples don't run on Redstone 3 (missing procedure entry points in runtimes)-
I'll recheck next month with Redstone 4.

3D-Tech News Around The Web / AMD Radeon™ Software Adrenalin Edition 18.3.3
« Last post by Stefan on March 20, 2018, 12:41:55 AM »
Radeon Software Adrenalin Edition 18.3.3 Highlights

Support For
    • Sea of Thieves™
    • A Way Out™
    • Vulkan®1.1 Support
      • Product is conformant with the Vulkan® 1.1 Specification. Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc.
Fixed Issues
    • Forza® Motorsport 7 may experience intermittent stutter during gameplay.
    • Some Radeon ReLive recorded clips may experience corruption or audio distortion when played back.
    • Final Fantasy® XV may experience flickering or disappearing objects during some gameplay in multi GPU enabled system configurations.
    • Star Wars® Battlefront™ 2 may experience a system hang on the initial splash screen in multi GPU enabled system configurations.
GeeXLab - english forum / horizontal scrollbar ImGui
« Last post by stakov999 on March 20, 2018, 12:29:57 AM »
Dear all,

I'm currently meeting a problem with Imgui.
To explain shortly : i'm drawing an array (like an Excel array) with something like :
Code: [Select]
for line=1,10 do
  for col=1,10 do

With that method, if the array is horizontally larger than the current window, the buttons are automatically resized so that they fit in the window.
Which is weird because if it's bigger than the vertical size of the window, then it calls the scrollbar to go up/down.
I'd like to call a scrollbar like this, but horizontally. Do you think it would be possible with any GeexLab function ?

Thanking you in advance

GeeXLab - english forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by stakov999 on March 19, 2018, 11:00:59 PM »
Then the right shift/right ctrl / right alt should be working, but it's not.
Right shift and right ctrl aren't responding. And right alt is responding to 29 geexlab code (associated to left control if i'm right).

hope it works for anyone else, probably it's my keyboard/OS responding weardly.
GeeXLab - english forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by JeGX on March 19, 2018, 10:31:38 AM »
The GeeXLab codes for shift and ctrl:


KC_LEFT_CTRL    = 29

Other codes are available here: libs/lua/keyboard_codes.lua
GeeXLab - english forum / Re: How to use keyboard in ported Shadertoy demos
« Last post by stakov999 on March 17, 2018, 01:48:15 PM »
let me know if there is a problem.

Any idea about the right CTRL and right shift ?

3D-Tech News Around The Web / ASRock Mysterious Phantom Gaming Graphics Card
« Last post by JeGX on March 16, 2018, 05:23:23 PM »
ASRock, a well-known motherboard maker, has published a teaser about its first graphics card. The following hashtags have been used in this tweet:

#ASRock #PhantomGaming #PG #Phantom #Gaming #FAST #MYSTERIOUS #UNPREDICTABLE

- Teaser @ youtube
- source

3D-Tech News Around The Web / Vulkan Subgroup Tutorial
« Last post by JeGX on March 16, 2018, 01:14:18 PM »
Subgroups are an important new feature in Vulkan 1.1 because they enable highly-efficient sharing and manipulation of data between multiple tasks running in parallel on a GPU. In this tutorial, we will cover how to use the new subgroup functionality.

Modern heterogeneous hardware like GPUs gain performance by using parallel hardware and exposing a parallel programming model to target this hardware. When a user wants to run N parallel tasks for their algorithm, a GPU would divide this N-sized workload between the compute units of that GPU. Each compute unit of the GPU is then capable of running one or more of these parallel tasks concurrently. In Vulkan, we refer to the data that runs on a single compute unit of a GPU as the local workgroup, and an individual parallel task as an invocation.

Vulkan 1.0 already exposes a method to share data between the invocations in a local workgroup via shared memory, which is exposed only in compute shaders. Shared memory allows for invocations within the local workgroup to share some data via memory that is faster to access than reading and writing to buffer memory, providing a mechanism to share data in a performance sensitive context.

Vulkan 1.1 goes further and introduces a mechanism to share data between the invocations that run in parallel on a single compute unit. These concurrently running invocations are named the subgroup. This subgroup allows for the sharing of data between a much smaller set of invocations than the local workgroup could, but at a significantly higher performance.

While shared memory is only available in compute shaders, sharing data via subgroup operations is allowed in all shader stages via optionally supported stages as we'll explain below.

3D-Tech News Around The Web / Raspbian v2018.03.13 with better screen sizes support
« Last post by JeGX on March 16, 2018, 12:19:35 PM »
The Raspberry Pi team has updated the Raspbian operating system for the launch of the new Raspberry Pi 3 Model B+. This new version of Raspbian improves the support of different screen resolutions (large, medium and small screens) and brings a new option for supporting high resolution screens: the Pixel Doubling.

Enabling pixel doubling simply draws every pixel in the desktop as a 2×2 block of pixels on the screen, making everything exactly twice the size and resulting in a usable desktop on, for example, a MacBook Pro’s Retina display. We’ve included the option on the version of the desktop for the Pi as well, because we know that some people use their Pi with large-screen HDMI TVs.

As pixel doubling magnifies everything on the screen by a factor of two, it’s also a useful option for people with visual impairments.

3D-Tech News Around The Web / Intel graphics driver
« Last post by Stefan on March 15, 2018, 05:59:42 PM »
Download from Microsoft

Install driver via have disk method as described at:
(ignore prolog about MS surface, treat CAB like ZIP)


%iSKLULTGT1%        = iSKLD_w10_DS, PCI\VEN_8086&DEV_1906
%iSKLULTGT2%        = iSKLD_w10_DS, PCI\VEN_8086&DEV_1916
%iSKLULXGT2%        = iSKLD_w10_DS, PCI\VEN_8086&DEV_191E
%iSKLDTGT2%         = iSKLD_w10_DS, PCI\VEN_8086&DEV_1912
%iSKLULTGT2f%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_1921
%iSKLULTGT3e%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_1926
%iSKLULTGT3%        = iSKLD_w10_DS, PCI\VEN_8086&DEV_1923
%iSKLULTGT328W%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_1927
%iSKLDTGT1%         = iSKLD_w10_DS, PCI\VEN_8086&DEV_1902
%iSKLHaloGT1%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_190B
%iSKLHaloGT4%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_193B
%iSKLHaloGT3fe%     = iSKLD_w10_DS, PCI\VEN_8086&DEV_192B
%iSKLHaloGT2%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_191B
%iSKLSRVGT3e%       = iSKLD_w10_DS, PCI\VEN_8086&DEV_192D
%iSKLSRVGT4%        = iSKLD_w10_DS, PCI\VEN_8086&DEV_193A
%iSKLWSGT2%         = iSKLD_w10_DS, PCI\VEN_8086&DEV_191D
%iSKLWSGT4%         = iSKLD_w10_DS, PCI\VEN_8086&DEV_193D


%iBXTGTP%           = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A84
%iBXTGTP12%         = iBXTD_w10_DS, PCI\VEN_8086&DEV_5A85

%iKBLULTGT1%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5906
%iKBLULTGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_5916
%iKBLULTGT2F%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_5921
%iKBLULTGT3E15%     = iKBLD_w10_DS, PCI\VEN_8086&DEV_5926
%iKBLULTGT3E28%     = iKBLD_w10_DS, PCI\VEN_8086&DEV_5927
%iKBLULXGT2%        = iKBLD_w10_DS, PCI\VEN_8086&DEV_591E
%iKBLDTGT1%         = iKBLD_w10_DS, PCI\VEN_8086&DEV_5902
%iKBLDTGT2%         = iKBLD_w10_DS, PCI\VEN_8086&DEV_5912
%iKBLHALOGT1%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_590B
%iKBLHALOGT2%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_591B
%iKBLWGT2%          = iKBLD_w10_DS, PCI\VEN_8086&DEV_591D
%iKBLULTGT2R%       = iKBLD_w10_DS, PCI\VEN_8086&DEV_5917

%iCFLDTGT1%         = iCFL_w10_DS, PCI\VEN_8086&DEV_3E90
%iCFLDTGT2%         = iCFL_w10_DS, PCI\VEN_8086&DEV_3E92
%iCFLDTWSGT2%       = iCFL_w10_DS, PCI\VEN_8086&DEV_3E96
%iCFLHALOGT2%       = iCFL_w10_DS, PCI\VEN_8086&DEV_3E9B
%iCFLHALOWSGT2%     = iCFL_w10_DS, PCI\VEN_8086&DEV_3E94
%iCFLULTGT3W15%     = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA6
%iCFLULTGT3W28%     = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA5
%iCFLULTGT3W15EU42% = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA7
%iCFLULTGT3W28EU42% = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA8
%iCFLDTGT1W35%      = iCFL_w10_DS, PCI\VEN_8086&DEV_3E93
%iCFLDTGT2W35%      = iCFL_w10_DS, PCI\VEN_8086&DEV_3E91
%iCFLDTGT2S8S2F1F%  = iCFL_w10_DS, PCI\VEN_8086&DEV_3E98
%iCFLDTGT1S6S4S2F1F%  = iCFL_w10_DS, PCI\VEN_8086&DEV_3E99
%iCFLDTGT2S82S6F2%    = iCFL_w10_DS, PCI\VEN_8086&DEV_3E9A
%iCFLULTGT2U42U2F2%   = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA0
%iCFLULTGT1U41FU2F1F% = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA1
%iCFLULTGT3U43%       = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA2
%iCFLULTGT2U42FU2F1F% = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA3
%iCFLULTGT141F2F1F%   = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA4
%iCFLULTGT2U42FU2F2F% = iCFL_w10_DS, PCI\VEN_8086&DEV_3EA9

%iGLKGT2E18%        = iGLKD_w10_DS, PCI\VEN_8086&DEV_3184
%iGLKGT2E12%        = iGLKD_w10_DS, PCI\VEN_8086&DEV_3185
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