[3D Programming] Fast A-Buffer With Reduced Memory Footprint Using OpenGL 4.0
Categories: Game Development, OpenGL Tags: 3d programming, a-buffer, demo, game development, opengl 4.0, order independent transparency

The memory optimized version runs at around 320FPS.
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[3D Programming] Fast A-Buffer Algorithm Demo Using OpenGL 4.0
Categories: Game Development, OpenGL Tags: 3d programming, a-buffer, game development, glsl, gtx 480, oit, opengl 4.0, order independent transparency

800k+ polygons rendered at more than 400 FPS with transparency
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[TEST] Hardware Tessellation on Radeon in OpenGL (Part 1/2)
Categories: Articles, Game Development, OpenGL, Test Tags: 3d programming, AMD, game development, glTessellationFactorAMD, glTessellationModeAMD, GL_AMD_vertex_shader_tessellator, radeon hd 5000, tessellation, tessellator, truform

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GeeXLab 0.1.15 Available
Categories: Demotool, GeeXLab Tags: 3d programming, AMD, geexlab, python, tessellation

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ForceWare 181.00: Five New OpenGL Extensions and How To Create an OpenGL 3.0 Rendering Context
Categories: Game Development, OpenGL, Tutorial Tags: 3d programming, forceware 181.00, game development, opengl 3.0, opengl extension, wglCreateContextAttribsARB, WGL_ARB_create_context

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In order to do some tests for the upcomming version of FurMark, I took the time to install the new ForceWare 181.00 with a GeForce 8800 GTX under Windows XP SP2 32-bit. In comparison to ForceWare 180.42, this new set of graphics drivers for GeForce 6/78/9/GTX200 adds 5 new extensions: |
Real-time Shadow Algorithms and Techniques Collection
Categories: Game Development, Microsoft DirectX, OpenGL Tags: 3d programming, ambient occlusion, game development, NVIDIA, real time shadow, shadow, shadowing
NVIDIA has done a great job for all 3D graphics developers: a collection of NVIDIA’s key presentations, code samples, demo programs, and whitepapers on the topic of shadowing under one page, giving developers a broad resource covering everything from the latest on cascaded shadow maps and real-time ambient occlusion to the basic principles of stencil shadowing and hardware-accelerated percentage-closer filtering.















