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JeGX's DevBlog
Blender GameEngine and GLSL 
Wednesday, August 29, 2007, 08:31 AM - 3D
Posted by JeGX
I'm glad the GLSL shaders I wrote can help the Blender GameEngine community. That's cool :winkhappy:

Many new GLSL samples will be soon available with the new Hyperion. So stay tuned!

Read the full topic here:

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Hyperion Rendering Speed 
Tuesday, August 28, 2007, 02:24 PM - Hyperion
Posted by Administrator
I've just found this in a topic on BlitzMax forum about Hyperion speed:

"Definitely not faster than Hyperion at www.ozone3d.net. That's basically what I'm looking for. I'll keep doing the major projects in Blitz3D and some flashy small joints and demos in whatever works. If anybody can get the speed of Hyperion in a game centric engine, WOW!! It can be used to make games but the import system makes it a bit impractical. You wanna see how shadows and effects should look in a game, download the demo and run the examples. That Ozone engine is INCREDIBLE!!!" :thumbup: :winkhappy:

LINK: http://blitzmax.com/Community/posts.php?topic=68527

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Fur Rendering Benchmark 
Sunday, August 26, 2007, 12:16 PM - Benchmarking
Posted by Administrator
I officially released the fur rendering benchmark 4 days ago. So let's analyze a little bit the first feedbacks available on forums over the web.

Homepage: http://www.ozone3d.net/benchmarks/fur/

1 - Fur rendering benchmark isn't cpu dependent and this is a very good thing for a graphics card benchmark. No matter the cpu speed, the result for a given card stays equivalent:
- http://www.ozone3d.net/smf/index.php/to ... ml#msg1500
- http://forums.extremeoverclocking.com/s ... stcount=34
- http://forums.extremeoverclocking.com/s ... stcount=36
"yes the first propper gpu bench ive come across, i really like this.... it stops all the arguments about memory timings and cpu speeds. its a good equaliser as all our systems can provide that 10% cpu info the gpu needs..."

2 - 8800GTX vs 2900XT
ATI 2900XT seems to beat NVIDIA 8800GTX. In all forums, the 2900XT is ahead:
- http://www.ozone3d.net/smf/index.php/topic,784.0.html
- http://forums.overclockers.co.uk/showth ... t=17770962
- http://forums.extremeoverclocking.com/s ... ?p=2822956

3 - this benchmark seems to nicely overload the graphics card and then is a cool GPU burner and stress/stability test utility.
- http://www.clubic.com/forum/overclockin ... page1.html : "Par contre j ai jamais vu ma carte graphique chauffer autant: environ 100° pendant la test:ouch:"
- http://www.ozone3d.net/smf/index.php/to ... ml#msg1514 : "This thing just succeeded to shut down twice the PSU, caused by overloading of the graphics board!!"

I done a little test with my 8800GTX:
- gpu core temp at rest: 58°C
- gpu core temp at load: 83°C

Okay, that's all for that small benchmark. :winkhappy:

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Friday, June 29, 2007, 04:23 PM - Software
Voilà un petit tool qui ravira les créateurs de scènes 3d temps réel (avec Hyperion ? qui a dit Hyperion ? non ya pas qu'Hyperion, il y a d'autres soft aussi...).

Il s'agit d'un petit utilitaire qui permet de créer des normal-maps à partir d'une image en couleurs ou en valeurs de gris. Il est simple, rempli correctement sa fonction (ainsi que quelques autres que j'ai pas analysées) et est gratuit. A avoir dans sa toolbox de geek 3d :thumbup:

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Hyperion et l'UAC de Windows Vista 
Friday, June 29, 2007, 09:55 AM - Hyperion
Je viens d'avoir une info intéressante par steph3d, qui a testé Hyperion sous Vista. Impossible de le faire fonctionner... sauf si on désactive l'UAC de Vista: et là par magie, Hyperion fonctionne à merveille!

Mais kesako l'UAC ? Voilà la definition de l'UAC, extrait de la page suivante: http://www.baudelet.net/windows-vista/u ... ateurs.htm : "Le Contrôle des Comptes Utilisateurs (UAC User Account Control) est une des nouvelles fonctionnalités de Windows Vista permettant de renforcer la protection du système. Celle-ci va se révéler bien gênante à l'usage, elle est activée par défaut et chaque action administrative, comme l'installation d'un programme va déclencher une boîte de dialogue."

Ca c'est une bonne nouvelle! Thanx steph3d :winkhappy:

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Tuesday, May 29, 2007, 09:48 AM - OpenGL
Today two new differences between Radeon and Geforce GLSL support.

1 - float2 / vec2
vec2 is the GLSL type to hold a 2d vector. vec2 is supported by NVIDIA and ATI. float2 is a 2d vector but for Direct3D HLSL and for Cg. The GLSL compilation for Geforce is done via the NVIDIA Cg compiler. Here is the GLSL version displayed by GPU Caps Viewer: 1.20 NVIDIA via Cg compiler. That explains why a GLSL source that contains a float2 is compilable on NVIDIA hardware. But the GLSL compiler of ATI is strict and doesn't recognize the float2 type.

2 - the following line:

vec2 vec = texture2D( tex, gl_TexCoord[0].st );

is valid for NVIDIA compiler but produces an error with ATI compiler. One again, the ATI GLSL compiler has done a good job. By default, texture2D() returns a 4d vector. The right syntax is:

vec2 vec = texture2D( tex, gl_TexCoord[0].st ).xy;

Conclusion: always test your shaders on both ATI and NVIDIA platforms unless you target one platform only.

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R600 is VTF-capable 
Tuesday, May 29, 2007, 09:44 AM - ATI
"All of the fetch and filtering capabilities are available to each thread type, making the samplers completely agnostic about what's using them."

This line from Beyond3D article on R600 means that vertex, geometry and pixel shaders can access to texture samplers. So Vertex Texture Fetching is now available with Radeon 2k series :thumbup: What's more, the R600 can handle very large texture up to 8192x8192 just like the G80.

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HDRR and DoF 
Thursday, May 24, 2007, 11:57 AM - OpenGL
Here are some screenshots of few demos I'm working on these last days. I played with HDRR (High Dynamic Range Rendering) and DoF (Depth of Field) algorithms. These techniques are really terrific in a visual point of view but are somewhat hard to implement and the hardware must be poweful and especially well configured (the right graphics drivers!!!). I'll add the HDDR to Hyperion asap.

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Le Magazine de Developpez.com 
Tuesday, May 22, 2007, 12:57 PM - Programming
Je viens de recevoir une news sur le magazine de developpez.com, le portail des developpeurs francophones. Je ne connaissais pas l'existance de ce mag qui en est poutrant déjà au numero 9. Il y a un petit article sur la 2D/3D: "Présentation de la bibliothèque IrrKlang". Ca tombe bien c'est quelque chose que j'avais en tete: faire un plugin sonore pour Hyperion basé sur IrrKlang. IrrKlang ressemble à OpenAL mais d'après l'article peut lire directement des mp3, ogg et wav. De base, OpenAL ne peut lire que des wav. Mais tout comme OpenAL, IrrKlang ne donne pas accès au buffer des fréquences au contraire du surpuissant FMOD et c'est dommage. Ceci étant, un plugin IrrKlang verra le jour...
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Dynamic branching and NVIDIA Forceware Drivers 
Tuesday, May 22, 2007, 12:56 PM - NVIDIA
Several weeks ago, I posted on Beyond3D a thread on my dynamic branching benchmark. I wondered why dynamic branching performances on Geforce 7 were worse than ones on Geforce 6 or 8. I believe I've got the answer: Forceware drivers.

Here are some new results where ratio = Branching_ON / Branching_OFF :

7600GS - Fw 84.21 - Branching OFF: 496 o3Marks - Branching ON: 773 o3Marks - Ratio = 1.5
7600GS - Fw 91.31 - Branching OFF: 509 o3Marks - Branching ON: 850 o3Marks - Ratio = 1.6
7600GS - Fw 91.36 - Branching OFF: 508 o3Marks - Branching ON: 850 o3Marks - Ratio = 1.6
7600GS - Fw 91.37 - Branching OFF: 509 o3Marks - Branching ON: 850 o3Marks - Ratio = 1.6

7600GS - Fw 91.45 - Branching OFF: 509 o3Marks - Branching ON: 472 o3Marks - Ratio = 0.9
7600GS - Fw 91.47 - Branching OFF: 509 o3Marks - Branching ON: 472 o3Marks - Ratio = 0.9
7600GS - Fw 93.71 - Branching OFF: 508 o3Marks - Branching ON: 474 o3Marks - Ratio = 0.9
7600GS - Fw 97.92 - Branching OFF: 505 o3Marks - Branching ON: 478 o3Marks - Ratio = 0.9
7600GS - Fw 100.95 - Branching OFF: 508 o3Marks - Branching ON: 480 o3Marks - Ratio = 0.9

my conclusion is: dynamic branching in OpenGL works fine (read the performance are better than without dynamic branching: ratio > 1) for forceware <= 91.37. For the drivers >= 91.45, the ratio drops under 1. Dynamic branching works as expected for gf6 and gf8 but not for gf7 since forceware 91.45. So the bug explanation is a plausible answer (and it's easily understandable: in this news , we learnt that a forceware driver is made of around 20 millions of lines of code - a paradise for a small bug!!!). I've also done the test with the simple soft shadows demo provided with the NV SDK 9.5. The results are the same.

I've just done the bench with a 7950gx2 and the latest forceware 160.02 and dynamic branching is still buggy...

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