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HELLO putting rpi_alpha_flag="3" solved the problem
General Discussion / I need help . . .
« Last post by GOHAR on August 31, 2016, 09:09:00 PM »
Hello, Friends
Please accept my apology. If my message is into a wrong page/place.
I bought a new desktop PC. But its nVidia GeForce Experience not installing new drivers automatically. I have to do that manually.
Kindly let me know that what I have to do. Or what is this forum about Desktop PC Drivers? Thank you.
I played with RPi transparency long time ago  :P

Ok... do you output the right alpha value in the pixel shader? According to what I wrote in the article, if rpi_alpha_flag="0", you should control the opacity with the alpha value generated by the pixel shader.

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?
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