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JeGX's DevBlog
Ageia PhysX SDK for free 
Friday, November 24, 2006, 09:36 AM - News
Ageia has announced new licensing terms, allowing its PhysX SDK to be used and its runtime components distributed in all commercial and non-commercial PC projects for free.

This is a really good news for the community and for Hyperion! I filled up the register form and now I hope to receive the download link quickly.

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nVidia GLSL compiler 
Wednesday, November 1, 2006, 07:28 PM - News
In the demo I received from satyr (see http://www.ozone3d.net/phpBB2/viewtopic.php?t=172 ), there is a toon shader that uses glsl uniforms. The pixel shader looked like to:

uniform float silhouetteThreshold;

void main()
silhouetteThreshold = 0.32;

//... shader code
//... shader code
//... shader code

This pixel shader compiles well on nVidia gc but generes an error on ati. The error is right since an uniform is a read-only variable. This is an example of the nVidia glsl compiler laxity. That's why I code my shader on ati: if the code is good for ati, we can be sure it will be good for nvidia too (of course there are always some exceptions...)

view entry ( 1998 views )   |  0 trackbacks   |  permalink   |   ( 3 / 2035 )

Guru3D online 
Sunday, October 8, 2006, 12:21 PM - News
Guru3D is back online. But I'm not sure they have been hacked. According that news:


they only moved their servers to a new location... Anyways, guru3d is back and this is the important thing.
view entry ( 1495 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 1949 )

Guru3D Hacked! 
Thursday, October 5, 2006, 09:28 AM - News
"Dear Guru3D.com visitor .. before you go like "woah Nelly .. Guru3D has
been hacked !".

Here is what we can currently on www.guru3d.com, one of the major sites regarding 3d hardware. Once again (remember www.3dshaders.com, the Orange Book's site), it's really pathetic. Bandes de TDC - hachers à deux balles - vous êtes vraiment nazes!!!

view entry ( 1961 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 1920 )

Nexuiz - free quake-like 
Friday, September 8, 2006, 02:07 PM - News
I found three days ago a cool quake-like called Nexuiz. It's free and is based on the quake 3 engine (source code is provided). I like the sound which is really swinging/speedy.

I think all fraggers should have a look on it :thumbup:

view entry ( 1416 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 2013 )

nVidia Geoforms Demo 
Thursday, August 31, 2006, 12:31 PM - News
I found on guru3d website a cool tech demo/screen saver. If you have a nVidia gf 6 or 7 cg, just grab it.

view entry ( 2244 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 2005 )

ATI and Depth Map Filtering 
Sunday, August 6, 2006, 08:07 PM - News
I've just found in the super paper of ATI, called "ATI OpenGL Programming and Optimization Guide" that all ATI GPUs from the R300 (Radeon 9700) to the latest R580 (Radeon X1900) only support NEAREST (and the mipmap version) filtering for depth map. That explains the previous results. So if you want a nVidia-like depth map filtering, you have to code the filtering yourself in the pixel shader. Okay, this answer suits me!

view entry ( 1483 views )   |  0 trackbacks   |  permalink   |   ( 3 / 1996 )

Depth Map Filtering - ATI vs nVidia 
Sunday, August 6, 2006, 06:00 PM - News
Really ATI has some problems with OpenGL. Now I'm working on soft shadows and my tmp devstation has a Radeon X700 (not the top-notch I know but an enough powerful CG). With my X700 (Catalyst 6.6) the soft shadow edges are rendered as follows:

And on my second CG, a nVidia 6600gt (forceware 91.31), the soft shadows are as follows:

The GLSL shaders are the same, a 5x5 bluring kernel, with a shadow map (or depth map as you want) of 1024x1024 (via a FBO) with a linear filtering. Now if I set the nearest filtering mode, I get the following results for the X700:

and for the 6600gt:

It seems as if the Radeon GPU has a bug in the filtering module when the gpu has to apply a linear filter on a depth map. Very strange.
I'm not satisfied by this explanation but it's the only I see for the moment.

This kind of problem shows how it's important for a graphics developer to have at least 2 workstations, one with a nVidia board and the other with an ATI CG. I tell you, realtime 3D is made of blood, sweat and screams! :winkhappy:
view entry ( 1385 views )   |  0 trackbacks   |  permalink   |   ( 3 / 1973 )

Compilation of Ogre3D v1.2.1 
Friday, June 23, 2006, 08:09 AM - News
Just for fun (and for benchmarking too), I've done a compilation of the latest Ogre3D engine (v1.2.1).

For the sake of the test I used vc2005 and the two following files available on www.ogre3d.org :
- OGRE 1.2.1 Source for Windows
- Dependencies 1.2.0 for Visual C++ 2005(8.0)

Unpack both archives and put the content of Dependencies archive into ogre folder. Now you're ready to load the ogre_vc8.sln solution. Once done, you have to enable the compiler timer with:
Tools->Options->Projects->VC++ Build and setting Build Timing to Yes.

Okay, everything is ready for the compilation of the OgreMain project.

With my workstation (p4 3.6GHz, 2Go DDR2 533, hdd WD 200Go SATA1), the compilation and linking took: Build Time 12:04 (read 12 min 04 sec!) :raspberry:

view entry ( 1956 views )   |  0 trackbacks   |  permalink   |   ( 3.2 / 2086 )

Ambient Occlusion Generator 
Saturday, June 10, 2006, 12:13 PM - News
I'm currently working on a new algorithm for the ambient occlusion generator. The basic idea comes from smash, the main coder of Fairlight, a famous demoscene group (thank you mate!). My old AmbOccGen was (is still) really slow: calculating per-vertex AO term for a 40000-polys object with 1000 samplers could take many hours and even more (days!). The following image shows a 40,000 polys scene (each torus has 20,000 polys) and the new alogrithm took only 5 minutes to compute the ambient occlusion for 8192 samples! Really cool and I know I can do better...

I'll released an end-user tool when the new version of oZone3D will be ready. The new version of oZone3D is now a top priority task (and a particularly huge task...).

view entry ( 1625 views )   |  0 trackbacks   |  permalink   |   ( 3 / 2096 )

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