#geexlab #opengl #geometryshader #lua
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180910-glsl-geometry-shader-spiky-01.jpg)
Plasmatik test with 2 million particles.
#opengl #particles #computeshader #glsl #geexlab #plasma
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180911-glsl-compute-shader-plasma-2m-particles-02.jpg)
HDR environment mapping.
#envmap #glsl #geexlab #equiprojection #reflection #hdr
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180924-opengl-environment-mapping-01.jpg)
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180924-opengl-environment-mapping-02.jpg)
#furmark #opengl
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180924-furmark-01.jpg)
400'000 instances (108 faces / 324 vertices per instance), 43 millions triangles, 129 millions vertices. 70 FPS on a GTX 1080 at 2560x1440
#geexlab #geometry #instancing #opengl
(https://www.geeks3d.com/public/jegx/geexlab-screenshots/2018/20180924-opengl-geometry-instancing-01.jpg)
this is amazing..♥♥♥ the furry donut.
We have your tool..now we need your brain 8)
The new GeeXLab is coming...
New feature: Python 3 support.
And Python 2 is still there!
(https://www.geeks3d.com/public/jegx/2018q4/geexlab-python2-python3-20181204.jpg)
Quick test: Python 3 + ImGui demo
(https://www.geeks3d.com/public/jegx/2018q4/geexlab-python3-test01-20181204.jpg)
Test of a tiny Lua lib for GeeXLab for creative coding and generative art.
Example adapted from a Processing sample.
Don't look at the FPS, there's a thread_sleep() in the FRAME script...
(https://www.geeks3d.com/public/jegx/2018q4/geexlab-generative-art-variable-discs.jpg)
#geexlab #creativecoding #generativeart #lua
A FPS prototype to test PhysX 3, PhysX 4 and Bullet 3 in the same demo. Here PhysX 4 on Linux Mint 19.1.
(https://www.geeks3d.com/public/jegx/2019q1/geexlab-physx4-demo-fps-prototype-linux-1280px.jpg)
#geexlab #physx4 #gamedev #linux #lua
I'm still impressed by the stability of stacks in PhysX.
Both CPU and GPU versions work fine.
The PhysX GPU is a little GeForce GT 1030...
I will release the demo as soon as possible ;)
(https://www.geeks3d.com/public/jegx/2019q1/20190115-geexlab-physx4-gpu-big-block-stack-01.jpg)
(https://www.geeks3d.com/public/jegx/2019q1/20190115-geexlab-physx4-gpu-big-block-stack-02.jpg)
(https://www.geeks3d.com/public/jegx/2019q1/20190115-geexlab-physx4-gpu-big-block-stack-03.jpg)
(https://www.geeks3d.com/public/jegx/2019q1/20190115-geexlab-physx4-gpu-big-block-stack-04.jpg)
#geexlab #physx #physx3 #physx4 #demo #lua
Quick test of ImGui 1.67 tabs in upcoming GeeXLab 0.27.3: tabs work and they are simple to code.
(https://www.geeks3d.com/public/jegx/2019q1/20190115-geexlab-imgui-tabs-01.jpg)
Depth of field (DoF) + a bit of PBR (physically based rendering).
(https://www.geeks3d.com/public/jegx/2019q1/20190217-geexlab-pbr-dof-01.jpg)
First tests of the integration of NVIDIA FleX particle engine in GeeXLab.
- 50000 particles
- FleX accelerator: GeForce GT 1030
(https://www.geeks3d.com/public/jegx/2019q2/20190502-geexlab-nvidia-flex-particles-demo-01.jpg)
(https://www.geeks3d.com/public/jegx/2019q2/20190502-geexlab-nvidia-flex-particles-demo-02.jpg)
(https://www.geeks3d.com/public/jegx/2019q2/20190502-geexlab-nvidia-flex-particles-demo-03.jpg)
Testing some outline techniques.
(https://www.geeks3d.com/public/jegx/2019q2/20190513-geexlab-outiline-01.jpg)
(https://www.geeks3d.com/public/jegx/2019q2/20190513-geexlab-outiline-02.jpg)
Toon rendering.
(https://www.geeks3d.com/public/jegx/2019q2/20190513-geexlab-toon-shading.jpg)
imGuiZMO-quat test.
One line of code in GeeXLab (Lua or Python) ;)
(https://www.geeks3d.com/public/jegx/2019q4/20191118-geexlab-imguizmoquat-demo.jpg)
Two ROG logos.
(https://ozone3d.net/public/jegx/2020q1/geexlab-dog-democracy-of-gamers.jpg)
(https://ozone3d.net/public/jegx/2020q1/geexlab-dog-democracy-of-gamers-02.jpg)
Inspired by:
(https://ozone3d.net/public/jegx/2020q1/20200305-democracy-of-gamers.jpg)
via: https://twitter.com/ASUS_ROG/status/1235484741744250880
I'm testing of a new text editor widget for Dear ImGui. Perfect for GLSL / Lua / Python live-coding!
(https://ozone3d.net/public/jegx/2020q2/geexlab-shader-tweak-01.jpg)
I'm working on a very useless thing: storing shaders in QR codes...
Soon available in GeeXLab 0.35.1+
Update (2020.09.01): the demo is available here: https://www.geeks3d.com/hacklab/20200814/demo-qr-code-shaders/
(https://ozone3d.net/public/jegx/2020q3/geexlab-qr-code-shaders-demo-01.jpg)
Gerstner waves.
Vertex shader based:
(https://ozone3d.net/public/jegx/2020q3/geexlab-demo-gerstner-waves-03.jpg)
Compute shader based:
(https://ozone3d.net/public/jegx/2020q3/geexlab-demo-gerstner-waves-compute-shaders-03.jpg)
First serious tests of Vulkan raytracing in GeeXLab.
Some details:
https://www.geeks3d.com/hacklab/20210115/more-vulkan-raytracing-in-geexlab/
(https://www.geeks3d.com/public/jegx/2021q1/20210114-geexlab-vulkan-raytracing-cornell-box-01.jpg)
(https://www.geeks3d.com/public/jegx/2021q1/20210114-geexlab-vulkan-raytracing-cornell-box-02.jpg)
(https://www.geeks3d.com/public/jegx/2021q1/20210114-geexlab-vulkan-raytracing-07.jpg)
(https://www.geeks3d.com/public/jegx/2021q1/20210114-geexlab-vulkan-raytracing-09.jpg)
Quote from: JeGX on September 01, 2020, 02:29:34 PM
Gerstner waves.
Vertex shader based:
(https://ozone3d.net/public/jegx/2020q3/geexlab-demo-gerstner-waves-03.jpg)
Compute shader based:
(https://ozone3d.net/public/jegx/2020q3/geexlab-demo-gerstner-waves-compute-shaders-03.jpg)
Really love, it. The Compute based one doesn't work for me:
GeeXLab v0.41.2.0 (Feb 17 2021@17:34:40)
...
...
info ...
info [OpenGL] GLX version: 1.4
info [OpenGL] GLX_VENDOR (srv): SGI
info [OpenGL] GLX_VERSION (svr): 1.4
info [OpenGL] GLX_VENDOR (client): Mesa Project and SGI
info [OpenGL] GLX_VERSION (client): 1.4
info [OpenGL] GLX_RENDERER_VENDOR_ID_MESA: 4098
info [OpenGL] GLX_RENDERER_DEVICE_ID_MESA: 29440
info [OpenGL] GLX_RENDERER_VERSION_MESA: 20.3.4
info [OpenGL] GLX_RENDERER_ACCELERATED_MESA: 1
info [OpenGL] GLX_RENDERER_VIDEO_MEMORY_MESA: 4096 MB
info [OpenGL] GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA: NO
info [OpenGL] GLX_RENDERER_VENDOR_ID_MESA: AMD
info [OpenGL] GLX_RENDERER_DEVICE_ID_MESA: AMD Radeon (TM) R9 Fury Series (FIJI, DRM 3.40.0, 5.10.0-3-amd64, LLVM 11.0.1)
info Gerstner Waves - Compute Shaders - demo started with an OpenGL 4.6 context.
info Quick OpenGL information (use /glinfo for more limits):
info GL_RENDERER: AMD Radeon (TM) R9 Fury Series (FIJI, DRM 3.40.0, 5.10.0-3-amd64, LLVM 11.0.1)
info GL_VENDOR: AMD
info GL_VERSION: 4.6 (Core Profile) Mesa 20.3.4
info GL_SHADING_LANGUAGE_VERSION: 4.60
info OpenGL version detected: 4.6
info OpenGL extensions: 227
info OpenGL hardware limits:
info GL_MAX_VERTEX_ATTRIBS: 16
info GL_MAX_VERTEX_UNIFORM_COMPONENTS: 16384
info GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 16384
info GL_MAX_TEXTURE_SIZE: 16384
info GL_MAX_VIEWPORT_DIMS: 16384 16384
info GL_MAX_TEXTURE_IMAGE_UNITS: 32
info GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
info Render window (Gerstner Waves - Compute Shaders) initialized (renderer type: OpenGL)
warn GPU program particle_prog - Pixel shader info log: 0:1(10): error: the compatibility profile is not supported
error GPU program particle_prog - Pixel shader error: 0:1(10): error: the compatibility profile is not supported
info GPU program particle_prog info log:
Pixel shader info log: 0:1(10): error: the compatibility profile is not supported
I need to pass `MESA_GL_VERSION_OVERRIDE=4.6COMPA` environment value, to make it launch. Not sure why I need that, but I don't know how compatibility profiles really work.
The "Particle size" slider, doesn't look to be doing anything either - it doesn't show these shiny star-like points on the grid vertices.
Try to remove the compatibility keyword in shaders/pixel.glsl.
Replace
#version 150 compatibility
by
#version 150
It's probably a copy/paste from a very old shader...
Quote from: JeGX on March 08, 2021, 02:16:39 PM
Try to remove the compatibility keyword in shaders/pixel.glsl.
Replace
#version 150 compatibility
by
#version 150
It's probably a copy/paste from a very old shader...
Thanks, that fixed both the start of the benchmark, and the shiny "particles" now show up too.
I'm adding the support of ImNodes (https://github.com/Nelarius/imnodes). It's a small node editor for Dear ImGui.
(https://www.geeks3d.com/public/jegx/2021q3/geexlab-imnodes-20210907-01.jpg)
(https://www.geeks3d.com/public/jegx/2021q3/geexlab-imnodes-20210907-02.png)
I discovered this Linux distribution (https://garudalinux.org/downloads.html) this morning and I quickly put it on an usb key to test GeeXLab.
Result: GeeXLab works fine!
System: AMD Ryzen 5 3600 + AMD Radeon RX 5500XT + open source drivers.
I like the way the windows are smoothly deformed when they are moved...
OpenGL:
(https://geeks3d.com/public/jegx/2022q3/garuda-linux-geexlab-01.jpg)
OpenGL:
(https://geeks3d.com/public/jegx/2022q3/garuda-linux-geexlab-02.jpg)
Vulkan:
(https://geeks3d.com/public/jegx/2022q3/garuda-linux-geexlab-03.jpg)