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We are using geexlab to display partly transparent overlays on the raspberry pi.

We are using the demo demo_gles2_v2.xml  (

It is working with full transparency (alpha = 0) but our PNG image has variable levels of transparency. As an example if a pixel is partly transparent (alpha = 0.5), it will appear on the screen fully opaque (alpha = 1).

Please could you give us some hints what we should modify on the demo to make it work with our transparent image?

Thanks and best regards,


3D-Tech News Around The Web / SPIR-V Extension for Visual Studio
« Last post by Stefan on August 30, 2016, 07:06:15 PM »
SPIR-V Extension for Visual Studio

  Source (C#) and download (VSIX for VS2015) can be found at

With the launch of Vulkan, SPIR-V has been introduced as it’s binary shader format, replacing text based shader formats in favor of an intermediate representation. To make life a bit easier I have just released a Visual Studio (2015) extension that adds SPIR-V related commands to the context menu of shader files (and folders containing shader files)…
3D-Tech News Around The Web / What’s your Vulkan Memory Type?
« Last post by Stefan on August 30, 2016, 06:53:39 PM »
This blog post discusses recent improvements and additions to the memory management interface of our Vulkan implementation, based on collaborating with game developers porting their games to Vulkan.
  • Host-local memory types (in “GPU accessible system memory”) to allow applications to put buffers, textures and render targets into host-local memory to gracefully handle device-local memory (“video memory”) oversubscription.
  • Introduction of the VK_NV_dedicated_allocation extension that allows applications to provide additional explicit information in order to enable additional optimizations.
We also provide the DedicatedAllocationVk sample which illustrates basic use cases for the extension.

I looked forth and back, but i saw no difference between regular and dedicated allocation in the sample?

I forgot to mention in the OP, that the samples didn't work for me then.

Now with the latest fixes they do, so i benchmarked with the fish school sample on a NVIDIA 840M
Vulkan ~ 145 fps
OpenGL ES 3.1 AEP ~ 108 fps

General Discussion / Re: NVIDIA Pascal GPUs list
« Last post by Stefan on August 30, 2016, 06:18:03 PM »
Interesting, What do the ones with the line through mean Stefan?

I think the production has 4 phases:
test sample
qualification sample
production sample
production retail SKU

The striked ones are the ones that have been replaced by a later phase.

Unfortunately  my source locked its backdoor, hence no more updates.

But i found other interesting stuff meanwhile ;)

i collected some screenshots of the test software at the time

Intel® Extreme Tuning Utility v6.1

Version Number:
Release type:
Release Date:

Release Details as follows,

Installation and platform support for Next generation Intel® Core™ processor family.

Introduce per core monitors (Frequencies, Voltage and Utilization).

Fixed the issue related log deletion during uninstallation of SDK

Defect fixes
General Discussion / Re: NVIDIA Pascal GPUs list
« Last post by SuperTop on August 30, 2016, 07:29:13 AM »
Interesting, What do the ones with the line through mean Stefan?
3D-Tech News Around The Web / Vulkan API specifications 1.0.25 released
« Last post by JeGX on August 29, 2016, 07:34:36 AM »

* Bump API patch number and header version number to 25 for this update.
  * Structurally change the specification so that multiple extensions are
    included in the +1.0+ git branch, and specifications will include or not
    include those extensions at build time based on options passed to the
    Makefile. See +doc/specs/vulkan/README.html+ and the ``Layers and
    Extensions'' section of the ``Vulkan Documentation and Extensions''
    document for more information on this change.
  * Register and publish new extensions in the single-branch form:
  ** +VK_NV_external_memory_capabilities+
  ** +VK_NV_external_memory+
  ** +VK_NV_external_memory_win32+
  ** +VK_NV_win32_keyed_mutex+

Github Issues:

  * Clarify description of GetInstanceProcAddr and GetDeviceProcAddr (public
    issue 212).
  * Add SPIR-V <<textures-operation-validation, instruction validation>> for
    single-sampled images (public issue 316).
  * Fix spelling of ``tesselation'' in a few places and note it as an
    exception to the American spelling rules convention (public issue
  * Fix Makefile to create output directory for ``styleguide''
    target (public issue 329).
  * Fix numerous minor issues with incorrectly tags on enumerant names and
    table titles (public issue 330).
  * Generate specversion.txt date in UTC time and RFC 2822 format
    (public issue 335).
  * Convert link to the SPIR-V Specification for
    flink:VkShaderModuleCreateInfo into an internal link to the normative
    reference (public issue 336).
  * Add ename:VK_ERROR_OUT_OF_MEMORY error code to
    flink:vkCreateDebugReportCallbackEXT (public issue 337).

Internal Issues:

  * Update style guide regarding use of code:NULL and dname:VK_NULL_HANDLE
    (internal issue 393).
  * Change the definition of latexmath:[$q$] in the
    <<textures-image-level-selection,texture image level selection>> section
    to be the index of the maximum defined level for the view, not the
    number of levels in the view (internal issue 406).
  * Allow developers to override dname:VK_DEFINE_NON_DISPATCHABLE_HANDLE
    with their own binary-compatible definition (internal issue 439).
  * Fix +vk_platform.h+ conditional logic causing compile failure with some
    Android compilers (internal issue 441).
  * Implement the single-branch model as described above (internal issue

Geeks3D's GPU Tools / FurMark 1.18 released
« Last post by JeGX on August 26, 2016, 09:46:42 AM »
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