OpenGL Bootcamp at the Big Nerd Ranch October 2008

Big Nerd Ranch announces the October 2008 session of OpenGL Bootcamp. This intensive 5-day training course will arm you with the knowledge to make your 2D and 3D visualizations fly! As problem sets explode in complexity, radical gains in performance have resulted from moving traditional graphics processing from the CPU to graphics hardware. If you are doing any work concerning graphics, then you must know OpenGL and this class is the fastest way to master the ideas and techniques of OpenGL programming. By taking full advantage of hardware acceleration, shaders, blending, textures and video we’ll help you get the most out of your data. Learn how OpenGL works, what functionality it does and does not provide, various optimization methods for both static and dynamic data, and much more. The course will provide libraries and frameworks for abstracting the operating system and allowing the student to focus solely on learning OpenGL.

Read more HERE.


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DirectX 11 Details Emerge

Similar to DirectX 10, DirectX 11 will be available only on Windows Vista and future versions of Microsoft’s operating system. DirectX 11 will add new compute shader technology that Microsoft says will allow GPUs to be used “for more than just 3D graphics,” allowing developers to utilize video cards as parallel processors.

DirectX 11 will support tessellation, a feature which can potentially assist developers in making models appear smoother when seen up close. Multi-threaded resource handling is also incorporated, making it easier for games to utilize multi-core processors in a user’s machine.

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Related links:
DirectX 11 preliminary details emerges in Gamefest
Microsoft: DirectX 11 To Use GPU For Parallel Processing

Catalyst 8.7: OpenGL Extensions – Radeon HD 3870

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Catalyst 8.7 pour la Radeon HD 3870 sous Windows Vista SP1 64-bit.
[/French]
[English]
Here is the list of OpenGL extensions supported by Catalyst 8.7 drivers for the Radeon HD 3870 under Windows Vista SP1 64-bit.
[/English]

[French]
Les Catalyst 8.7 apportent 3 nouvelles extensions:
– GL_ARB_color_buffer_float
– GL_ATI_shader_texture_lod
– WGL_ARB_pixel_format_float

Carte graphique utilisée: Radeon HD 3870
[/French]

[English]
Catalyst 8.7 bring 3 new extensions:
– GL_ARB_color_buffer_float
– GL_ATI_shader_texture_lod
– WGL_ARB_pixel_format_float

Graphics card used: Radeon HD 3870
[/English]

– Operating System: Windows Vista SP1 64-bit
– Drivers Version: 8.512.0.0 – Catalyst 08.7
– ATI Catalyst Version String: 08.7
– ATI Catalyst Release Version String: 8.512-080703a-066914C-ATI
– OpenGL Version: 2.1.7769 Release
– OpenGL Renderer: ATI Radeon HD 3870
– GLSL (OpenGL Shading Language) Version: 1.20

OpenGL Extensions: 105 extensions

[French]
Les extensions des anciens pilotes Catalyst 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 Catalyst drivers are HERE.
You can use GPU Caps Viewer to retrieve the list of extensions of your graphics card.
[/English]

» Read more

Gamestudio v7.10 Released

Gamestudio/A7, the easy all-in-the-box game development system, announces the release of version 7.10.

Gamestudio homepage: www.3dgamestudio.com

Gamestudio is not a game engine, not a game editor, and not a game programming language. It’s all of them together. It contains all necessary tools for creating commercial-quality 3D or 2D games or realtime graphics applications right out of the box. It comes with a state-of-the-art 3D and 2D game engine, a level editor, a model and terrain editor, the lite-C script language with compiler, editor, and debugger, as well as thousands of ready-to-use elements, such as models, level prefabs or textures.
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NVIDIA ForceWare 177.66: GeForce GTX 280 OpenGL Extensions

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.66 WinXP 32 pour une GeForce GTX 280.

On peut constater une extension supplémentaire pour les GeForce GTX 200 par rapport aux GeForce 8: GL_NV_transform_feedback2.
[/French]

[English]
Here is the list of OpenGL extensions supported by Forceware 177.66 WinXP 32 drivers for a GeForce GTX 280.

We can see a new extension in supported by GeForce GTX 200 series in comparison to GeForce 8 series: GL_NV_transform_feedback2.
[/English]

[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: EVGA GeForce GTX 280 / 1Gb

– Drivers Version: Forceware 6.14.11.7766
– OpenGL Version: 2.1.2
– GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
– OpenGL Renderer: GeForce GTX 280/PCI/SSE2/3DNOW!
– Drivers Renderer: NVIDIA GeForce GTX 280

OpenGL Extensions: 162 extensions

[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
[/English]

» Read more

NVIDIA ForceWare 177.66: GeForce 8800 GTX OpenGL Extensions

[French]
Voici la liste des extensions OpenGL supportées par les pilotes Forceware 177.66 WinXP 32 pour une GeForce 8800 GTX.
[/French]

[English]
Here is the list of OpenGL extensions supported by Forceware 177.66 WinXP 32 drivers for a GeForce 8800 GTX.
[/English]

[French]Carte graphique utilisée[/French]
[English]Graphics card used[/English]: NVIDIA GeForce 8800 GTX / 768Mb

– Drivers Version: Forceware 6.14.11.7766
– OpenGL Version: 2.1.2
– GLSL (OpenGL Shading Language) Version: 1.20 NVIDIA via Cg compiler
– OpenGL Renderer: GeForce 8800 GTX/PCI/SSE2
– Drivers Renderer: NVIDIA GeForce 8800 GTX

OpenGL Extensions: 161 extensions

[French]
Les extensions des anciens pilotes ForceWare se trouvent ICI.
[/French]
[English]
The extensions exposed by the old ForceWare drivers are HERE.
[/English]

» Read more

Arauna Ray Tracer

Arauna is a real-time ray tracer developed for game development. Being a real-time ray tracer, it is experimental, and does not yet deliver the performance needed to produce graphics of the same quality as modern games do using a GPU. However, in its class, it is one of the fastest (probably the fastest) renderer. Two games have been developed already using Arauna, both by students of the IGAD program of the NHTV University of Applied Sciences (Breda, The Netherlands).

More information and download HERE.

DirectX 11 to be discussed in just weeks!

Microsoft will start talking about DirectX 11 in less than two weeks. his conference takes place on the 22 and 23 July in Seattle, Washington.

The big feature of DirectX 11 is tessellation / displacement while we also heard that multithreaded rendering and compute shaders are part of it. DirectX 11 also brings shader model 5.0 but we don’t know many details about it.

It looks like DirectX 11 will stick to rasterization as there is no any mentioning of Ray tracing support.

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NVIDIA PerfHUD 6.0 Final Release Now Available!

NVIDIA PerfHUD is a powerful real-time performance analysis tool for Direct3D applications, and it is widely used by the world’s best game developers.

More info at NVIDIA PerfHUD homepage

PerfKit 6.0 New Feature Highlights:
* No longer requires an instrumented driver on Vista!
* Supports GeForce 8 and 9 GPUs
* SLI Support
* Texture Visualization and Overrides
* API Call List
* Dependency View
* New CPU/GPU Timing graph

Modernizing the Quake2 renderer

Jay Dolan recently blogged about some of the performance optimizations he made to his Quake2-based engine, Quake2World. He provides links to various points in the source code to give context around some of the topics he discusses.

Read the post HERE.

Quake2 was released in 1997. Hardware acceleration was only available on higher-end PC’s, and things like multitexture and vertex arrays which are commonplace today didn’t even exist then. So naturally, Quake2’s rendering techniques appear very dated in 2008. Multitexture was made a part of the OpenGL specification in version 1.2.1, and is available on most 2nd generation hardware (TNT or newer). I strongly recommend cleaning up the renderer and removing any non-multitexture rendering paths.

Texture binds (glBindTexture) are rather expensive too, and so to minimize these per frame, you should group the world surfaces by texture before iterating over them. Note that a simple grouping operation is significantly cheaper than a qsort — overall order is not important, we just want to minimize texture changes.

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NVIDIA ShaderPerf 2

NVIDIA ShaderPerf is a command-line shader profiling utility and C API that reports detailed shader performance metrics for a wide range of GPUs.

ShaderPerf wokrs with GLSL vertex and fragment programs, HLSL vertex and pixel shaders and Cg shaders.

ShaderPerf 2.0 includes several new features:
* GeForce 8 series support
* Pixel Shader Differencing
* Vertex Shader Analysis

ShaderPerf outputs the following for any shader that you analyze:
* Cycle count
* Register usage
* Driver-optimized shader instruction list
* Vertex and pixel throughput estimates

More information and download HERE.

» Read more

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