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Forum en français / Le plugin FreeImage (GLSL Hacker
« Last post by JeGX on June 23, 2014, 02:06:40 PM »
Depuis la version, GLSL Hacker est dispo avec un nouveau plugin pour charger les images. Ce plugin est basé sur FreeImage, une puissante librairie de manipulation d'images. Elle supporte des tonnes de formats ainsi que les formats HDR (128-bit par pixel ou 4 float par pixel).

GLSL Hacker intègre depuisle début un plugin basé sur la lib stb pour charger les images. La question est: comment sélectionner le plugin qui sera utilisé pour charger les images?

La réponse à cette question est toute simple: il faut utiliser la fonction set_current_image_codec() de la lib gh_texture:

Code: [Select]
gh_texture.set_current_image_codec(nom_du loader)

Pour utiliser le plugin FreeImage:
Code: [Select]

Maintenant toutes les fonctions de chargement d'images utiliseront le plugin FreeImage.

Pour revenir au plugin intégré:
Code: [Select]
English forum / FreeImage plugin (GLSL Hacker
« Last post by JeGX on June 23, 2014, 01:59:16 PM »
From the version, GLSL Hacker is shipped with a new image loader plugin based on the popular FreeImage library. FreeImage is a powerful library to manage images and supports a lot of formats as well as 128-bit formats (each channel is coded on a float). But GLSL Hacker comes already with a built-in image loader (based on STB). So the question: how to choose the image loader?

This simple question has a simple answer: the set_current_image_codec() function of gh_texture lib:

Code: [Select]

To use the FreeImage loader, just do:
Code: [Select]

Now all texture functions that load an image file will use the FreeImage plugin.

To use the default image loader:
Code: [Select]
3D-Tech News Around The Web / (WebGL) Vermeer's ‘The Milkmaid’ in 3D
« Last post by Stefan on June 21, 2014, 01:44:35 PM »
[non-Blender] ‘The Milkmaid’ in 3D

    This model was made in 3DS Max, but I thought it was inspiring enough to share here: Kou-c30 re-used a 3D model by Eiichi Nagai to create this interactive view of one of the world’s most famous painting: The Milkmaid (Het Melkmeisje) by Johannes Vermeer. I think it’s a fascinating new way to explore artwork!
NVIDIA Kepler Cards Get HDMI 4K@60Hz Support (Kind Of)

An interesting feature has turned up in NVIDIA’s latest drivers: the ability to drive certain displays over HDMI at 4K@60Hz. This is a feat that would typically require HDMI 2.0 – a feature not available in any GPU shipping thus far – so to say it’s unexpected is a bit of an understatement. However as it turns out the situation is not quite cut & dry as it first appears, so there is a notable catch.
3D-Tech News Around The Web / NVIDIA HairWorks tools public release
« Last post by Stefan on June 21, 2014, 06:08:12 AM »
 NVIDIA HairWorks has been used in several released and upcoming games like Call of Duty: Ghost, The Witcher 3 and Strife – just to name a few. The tools for making fur can now be downloaded from our webpage and we also provide several tutorials, for more information click here.
English forum / Re: MadShaders 0.3.0 - Dolphin scenario
« Last post by JeGX on June 20, 2014, 08:04:06 PM »
Thanks, I will look at a fix for the next release of MadShaders.
English forum / MadShaders 0.3.0 - Dolphin scenario
« Last post by jakub.moskal on June 20, 2014, 10:29:01 AM »
I think there is a little bug in the dolphin_gl2.xml shader.

In the 'doLighting' function there is a line with 'spe/glossy' -> 'col += 0.25*glossy*pow(spe/glossy,8.0)*vec3(1.3,1.0,0.8)*sha*(0.3+0.7*fre)*occ;'.
When dolphin is under water, 'glossy' and 'spe' equals zero. According to specification it can produce an unspecified value.

On Intel OpenGL driver it causes a corruption - part of the dolphin body which is under water has black color.

Easy fix would be clamping the result of this division.

Could you take a closer look at that?

3D-Tech News Around The Web / Enhanced C++ compute shader particle system
« Last post by Stefan on June 19, 2014, 04:56:18 PM »
Enhanced C++ compute shader particle system

I’ve just added an OpenGL C++ repository over at bitbucket, and the first C++ demo is an enhanced port of the attraction based compute shader system from my last post.

computeShaderC07 height=168

Compared to the Delphi version, the C++ version uses point sprites (instead of smoothed GL_POINTS), has a random color fade and allows for several user inputs :
Note : This demo requires at least OpenGL 4.3!
The face of St. Anthony finally revealed, and in 3D

   Cícero Moraes and the Arc-team have finished the reconstruction of St. Anthony’s face and today they are revealing the result!
We were honored to reconstruct the face using only open software, especially Blender, in which most of the project was executed.
We initially transcribed the presentation and the slides shown at the official revelation of the face, held in Padua (Italy), on June 10th, 2014 at 8:45 pm at the Cultural Center Altinate | San Gaetano. Then we did a summary of the media material presented in TVs and websites, in several languages​​.

Revealed the face of St. Anthony in 3D

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