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JeGX's DevBlog
Cool free Textures for Hyperion Demos 
Thursday, September 13, 2007, 02:09 PM - Hyperion
Posted by JeGX
While I was browsing the web looking for a sea texture, I found this site that offers very cool free textures: http://www.filterforge.com/filters/

I found theses color and normal maps of a smiley:

One minute later, both maps in a simple Hyperion demo:

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Catalyst 7.9, Radeon 2900 and Surface Deformer 
Wednesday, September 12, 2007, 09:03 AM - ATI
Posted by JeGX
From oZone3D.Net Forums, the Catalyst 7.9 seems to unleash ATI Radeon 2900 GPU. The Surface Deformer benchmark is a benchmark that requires a lot of vertex processing horse power. With Catalyst prior to 7.9, the score of an ATI 2900 was around 8000 o3Marks (that was already high). Now with Catalyst 7.9, the 2900 gets a score of 15000 o3Marks. Incredible!!! Why such a big big jump in OpenGL performance ?

My first thought is that ATI has managed to use correctly the unified arch of the R600 gpu. With unified arch, the workload is distribued over all shaders processors no matter the type of the shader prog (vertex or pixel). So if the vertex shader needs more processing power than the pixel shader, more shaders processors will be used for the vertex shader. My second thought: unified arch has involved new kernel code for catalyst and simply ATI has optimized the R600 codepath. A driver for a modern GPU like the R600 is a very complex piece of code and optimizing such a code is a huge task....

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Catalyst 7.9 and Radeon 2K Shadow Mapping Bug 
Wednesday, September 12, 2007, 09:00 AM - ATI
Posted by JeGX
I found this bug while I was coding a new small soft shadows demo for GPU Caps Viewer. Soft shadows are built on shadow mapping and my OpenGL shadow mapping code works perfectly on all Geforce 6/7/8 and Radeon 1k but not on Radeon 2K (2400/2600/2900). Why ? Because of the shadow mapping comparison function that had a serious bug! To be short, the comparison function was supposed to return a boolean value (if shadow returns 0, else returns 1) and before Catalyst 7.9, this function returned, for Radeon 2K, the depth buffer value (as if the comparison function was disabled). But this bug is now a memory since Catalyst 7.9 has fixed it.

I guess we can say thanks to Quake Wars, that has been released few days ago and that is an OpenGL game. For this game (that is really nice), ATI has fixed all major OpenGL bugs.

The Catalyst 7.9 are available here: http://game.amd.com/us-en/drivers_catalyst.aspx

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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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