NVIDIA ForceWare 177.92: GeForce GTX 280 OpenGL Extensions
Categories: Forceware, OpenGL Tags: 3d graphics programming, Forceware, forceware 177.92, game development, geforce gtx 280, graphics card, graphics driver, opengl, opengl extension
[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.92 WinXP 32 pour une GeForce GTX 280.
[/French]
[English]
Here is the list of OpenGL extensions supported by Forceware 177.92 WinXP 32 drivers for a GeForce GTX 280.
[/English]
[French]
Les ForceWare 177.92 offrent les mêmes extensions OpenGL que les Forceware 177.66. Le support OpenGL 3.0 n’est pas inclut dans ces pilotes.
[/French]
[English]
ForceWare 177.92 offer the same OpenGL extensions than Forceware 177.66. OpenGL 3.0 support is not included in these drivers.
[/English]
[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb
- Drivers Version: Forceware 6.14.11.7789
- OpenGL Version: 2.1.2
- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
- OpenGL Renderer: GeForce GTX 280/PCI/SSE2
- Drivers Renderer: NVIDIA GeForce GTX 280
- ARB Texture Units: 16
- Vertex Shader Texture Units: 32
- Pixel Shader Texture Units: 32
- Geometry Shader Texture Units: 32
- Max Texture Size: 8192×8192
- Max Anisotropic Filtering Value: X16.0
- Max Point Sprite Size: 63.4
- Max Dynamic Lights: 8
- Max Viewport Size: 8192×8192
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 2048
- Max Varying Float: 60
- Max Vertex Bindable Uniforms: 12
- Max Fragment Bindable Uniforms: 12
- Max Geometry Bindable Uniforms: 12
- Multiple Render Targets / Max draw buffers: 8
- MSAA: 2X
- MSAA: 4X
- MSAA: 8X
- MSAA: 16X
- MSAA: 32X
OpenGL Extensions: 162 extensions
[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
[/English]

NVIDIA ForceWare 177.89: OpenGL Extensions and OpenGL 3.0 Code Sample
Categories: Forceware, Game Development, OpenGL Tags: 3d graphics programming, forceware 177.89, game development, gamedev, graphics driver, nvemulate, NVIDIA, opengl 3.0, opengl extension, rendering context, wglCreateContextAttribsARB, WGL_ARB_create_context
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[French] Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.89 WinXP 32 pour une GeForce GTX 280. [/French] [English] Here is the list of OpenGL extensions supported by Forceware 177.89 WinXP 32 drivers for a GeForce GTX 280. [/English] |
[French]
Les ForceWare 177.89 sont les premiers pilotes à offrir le support OpenGL 3.0. Mais pour le moment, ce support n’est pas officiel. Il faut l’activer de manière logiciel grâce à l’utilitaire NVemulate de NVIDIA:

L’activation d’OpenGL 3.0 donne accès à une nouvelle extension WGL_ARB_create_context qui permet de créer un context de rendu OpenGL 3.0. Si vous souhaitez ouvrir la porte d’OpenGL 3.0, voilà le code nécessaire:
[/French]
[English]
Forceware 177.89 are the first drivers to offer the OpenGL 3.0 support. But currently, this support is not official. We have to enable it thanks to NVIDIA’s NVemulate utility:

OpenGL 3.0 activation gives an access to a new extension: WGL_ARB_create_context.
This extension makes it possible to create an OpenGL 3.0 rendering context. If you wish to explore the new world of OpenGL 3.0, here is the necessary code:
[/English]
// wglCreateContextAttribsARB prototype.
typedef HGLRC (APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)\
(HDC, HGLRC, const int*);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB;
// Get a pointer on the create context func.
wglCreateContextAttribsARB = \
(PFNWGLCREATECONTEXTATTRIBSARBPROC) \
wglGetProcAddress("wglCreateContextAttribsARB");
// Create an OpenGL 3.0 context.
HGLRC gl3Ctx = wglCreateContextAttribsARB(dc, 0, NULL);
//
// Do something with this opengl 3.0 rendering context.
//
// Delete the context
wglDeleteContext( gl3Ctx );
gl3Ctx = NULL;
[French]
Ceci étant dit, voilà la liste des nouvelles extensions pour un contexte de rendu OpenGL 2.1 avec support OpenGL 3.0 activé:
[/French]
[English]
That said, here is the list of the new extensions for an OpenGL 2.1 rendering context with OpenGL 3.0 support enabled:
[/English]
- GL_ARB_draw_instanced
- GL_ARB_half_float_vertex
- GL_ARB_framebuffer_object
- GL_ARB_geometry_shader4
- GL_ARB_texture_buffer_object
- GL_ARB_vertex_array_object
- WGL_ARB_create_context
[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb
- Drivers Version: Forceware 6.14.11.7789
- OpenGL Version: 2.1.2
- GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
- OpenGL Renderer: GeForce GTX 280/PCI/SSE2
- Drivers Renderer: NVIDIA GeForce GTX 280
- ARB Texture Units: 16
- Vertex Shader Texture Units: 32
- Pixel Shader Texture Units: 32
- Geometry Shader Texture Units: 32
- Max Texture Size: 8192×8192
- Max Anisotropic Filtering Value: X16.0
- Max Point Sprite Size: 63.4
- Max Dynamic Lights: 8
- Max Viewport Size: 8192×8192
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 2048
- Max Varying Float: 60
- Max Vertex Bindable Uniforms: 12
- Max Fragment Bindable Uniforms: 12
- Max Geometry Bindable Uniforms: 12
- MSAA: 2X
- MSAA: 4X
- MSAA: 8X
- MSAA: 16X
- MSAA: 32X
OpenGL Extensions: 168 extensions
[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
Vous pouvez utiliser GPU Caps Viewer pour récupérer la liste des extensions de votre carte graphique.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
[/English]

NVIDIA SDK 10.5: New OpenGL and Direct3D Samples
Categories: Game Development, Microsoft DirectX, OpenGL, SDK Tags: 3d graphics programming, game development, gamedev, geforce 8 series, instancing, Microsoft DirectX, nvidia sdk, opengl, screen-space ambient occlusion, ssao

Screen-Space Ambient Occlusion demo
Read more…
New Features of DirectX 11 Explaned
Categories: Game Development, Microsoft DirectX, Programming Tags: 3d graphics programming, bc6, bc7, directx 11, domain shader, game development, gamedev, hull shader, Microsoft DirectX, multithreaded rendering, shader model 5.0, tessellator, texture compression

Read more…
OpenGL 3.0 Specifications Released
Categories: OpenGL Tags: 3d graphics programming, game development, gamedev, opengl 3.0, opengl shading language 1.30, specifications
SIGGRAPH 2008: Khronos Group has announced the release of the OpenGL 3.0 API specification and the GLSL 1.30 shading language specification.

The OpenGL working group has defined a set of OpenGL 3.0 extensions that expose potential new functionality for the next version of OpenGL that is targeted for release in less than 12 months, and a set of extensions for OpenGL 2.1 to enable much of the new OpenGL functionality on older hardware.
According to Dr. Jon Peddie of Jon Peddie Research, a leading graphics market analyst based in California, the installed base of graphics hardware that will support OpenGL 3.0 exceeds 60 million units. AMD, Intel and NVIDIA have made major contributions to the design of OpenGL 3.0 and today all three companies announced their intent to provide full implementations within their product families
More information here: OpenGL 3.0 Specifications to Support Latest Generations of Programmable Graphics Hardware.
You can download OpenGL 3.0 specifications right here:

and OpenGL Shading Language 1.30 specifications here:

Related links:
Interior mapping Direct3D 10.1 Demo
Categories: Microsoft DirectX, Programming Tags: 3d graphics programming, demo, directx 10.1, game development, interior mapping, Microsoft DirectX, pixel shader, real time shader
Humus has released a new Direct3D demo. Interior mapping is a technique that renders the interior of buildings without requiring additional geometry. Everything is done in the pixel shader. The advantage is that when you’re rendering large cities you can draw all those buildings as simple boxes. This demo requires DirectX 10.1 and Windows Vista SP1.
Source Code and binaries: Interior Mapping Demo

-source-
Update – 2008.08.17
Demo has been updated with around 80% of performance boost.
DirectX SDK August 2008
Categories: Game Development, Microsoft DirectX, SDK Tags: 3d graphics programming, directx, DirectX SDK August 2008, game development, gamedev, sdk

Read more…
Graphics Rendering Pipelines
Categories: 3D Engines, Game Development, Programming Tags: 3d engine, 3d graphics programming, game development, graphics rendering pipeline, larrabee
With the upcoming Intel’s Larrabee, we are heading to a fully programmable rendering pipeline. The following image shows the graphics pipeline evolution:
It seems the old days of graphics programming gurus (where you have to code everything like the polyfiller) are back…
-source-
Cg 2.1 Beta Now Available
Categories: Game Development, Microsoft DirectX, OpenGL, Programming, SDK Tags: 3d graphics programming, c for graphics, cg, game development, glsl, gpu, hlsl, NVIDIA, real time shader, shader, toolkit

Read more…
Ray-tracing the way to go for game developers?
Categories: Game Development Tags: 3d graphics programming, api, daniel pohl, directx, game development, gamedev, larrabee, opengl, rasterizering processor, ray tracing
TG Daily has interviewed Daniel Pohl, an engineer who is making some impressive progress in ray-tracing research, about Intel’s ray-tracing efforts.
Q: What is Larrabee from your perspective. What is the underlying architecture and the programming model?
A: Larrabee was primarily built as a rasterizering processor. Therefore you have support for DirectX and OpenGL. But it will also be a freely programmable x86-architecture. That means you could, for example, write your own rasterizer with your own API, a ray tracer, a voxel renderer or combinations of those. You could also use it for non-graphical applications that benefit from parallelization.Q: What API is Intel using to showcase ray tracing demos?
A: We wrote our own API. The shading system uses a HLSL-like syntax that allows you also to shoot new rays within a shader. Using that API the programmer has no need to manually multi-thread the rendering and does not need to optimize the shading with SSE as this is done by the shading compiler automatically.
Read the complete interview here: Intel graphics update: Ray-tracing the way to go for game developers?
More news about Larrabee: Larrabee @ Geeks3D















