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JeGX's DevBlog - nVidia GLSL compiler
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 )

Ms Dewey 
Thursday, October 26, 2006, 11:40 AM - Misc
Hey, where can I find glsl demos? Just ask to Ms. Dewey, a very cool web search tool: www.msdewey.com

Just for fun I did the following request: [glsl demos] and here is the result:

Pretty cool :thumbup:

view entry ( 1748 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 2045 )

oZone3D XML Model Format 
Friday, October 20, 2006, 08:28 PM - oZone3D
This format is nice because it uses the XML formalism allowing you to read / write it easily and allowing me to update it quickly if necessary (vedo qualcuno che sta sorridendo...).

This format can be loaded directly by Hyperion.

So if you wish to write it in order to export it from your favorite modeling software, here is a quick overview of this format:

<model name="cube" num_sub_meshes="1" num_materials="6" >

<material name="cube_mat" index="0" opacity="1.0" >
<ambient r="0.6" g="0.5" b="0.8" a="1.0" />
<diffuse r="0.6" g="0.5" b="0.8" a="1.0" />
<specular r="0.7" g="0.7" b="0.4" a="1.0" exp="10.0" />
<texture color_map="texture.jpg" />

<mesh name="box" num_vertices="26" num_faces="12" index="0" parent_index="0" >

<position x="0.0" y="0.0" z="0.0" />
<orientation angle="0.0" x="0.0" y="0.0" z="0.0" />

<vertex index="0" x="-50.0" y="0.0" z="49.9"
u0="1.0" v0="0.000000"
u1="1.0" v1="0.000000"
u2="1.0" v2="0.000000"
u3="1.0" v3="0.000000"
r="1.0" g="1.0" b="1.0" a="1.0" />

<vertex index="1" x="49.99" y="0.0" z="49.99"
u0="0.000000" v0="0.000000"
u1="0.000000" v1="0.000000"
u2="0.000000" v2="0.000000"
u3="0.000000" v3="0.000000"
r="1.0" g="1.0" b="1.0" a="1.0" />

<face index="0" a="0" b="2" c="3" material_index="0" />
<face index="1" a="3" b="1" c="0" material_index="0" />


As you can see, the format supports several sets of texture coordinates per vertex, in fact up to 8 (u0 to u7 and v0 to v7). Each face has a reference to a material. This format will be fully supported (read/write) by the upcoming HyperView3D I'm working on, the viewer that will replace the LynX.
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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 )

SLI is nice! 
Tuesday, September 5, 2006, 10:22 AM - NVIDIA
I must confess the SLI is a really cool technology. I assembled a SLI station based on the new nVidia Geforce 7600 GS series. This is a little graphic card compared to the high-end ones like the 7900GTX or the big monster 7950 GX2 (which in passing is really quiet in spite of its two GPUs and ventirads): the price of a 7600GS is about 100 euros, the price of a 7900GTX is about 400 euros and the cost of the 7950 GX2 climbs up to 500 euros! In terms of shader pipelines, the 7600 GS has 5 vertex pipes and 12 pixel pipes, the 7900 GTX has 8 vertex pipes / 24 pixel pipes and the GX2 has 48 pixel pipes and 16 vertex pipes. And so what? A 7600 GS SLI system offers almost the same level of gpu power than a 7800/7900 for a half price. I've verified this fact with the latest version of the soft shadows benchmark. With one 7600 GS (single GPU mode) the score is 510 o3Marks. With the two 7600 GS in SLI mode, the score jumps to 1004 o3Marks. The 7950 GX2's score in single GPU is about 1200 o3Marks. Ok my bench is a small bench, you're right. What about 3dmrk06? The 3DMark06 score is 4115 for the 7600 GS SLI system. This score is close to the ones got with a non-overclocked gf7800/7900.
Little remark: my 7600 GS are not overclocked.

Conlusion: for 200 euros you can have an excellent graphic system which is also silent thanks to the 7600GS passive cooler!

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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 )

Uniform Arrays in GLSL 
Tuesday, August 8, 2006, 06:30 PM - OpenGL
A new version of the Soft Shadows Benchmark is available but this time using uniform arrays to pass the blurring kernel to the pixel shader. On nVidia boards, there is a little increase of speed (1 or 2 fps).
On my X700... black screen... Houston, we've got a problem... This is with Catalyst 6.6. Okay I try the very latest Catalyst, the 6.7. Bad idea, it's worse! Both versions (with and without uniform arrays) do not work anymore with C6.7. Back to C6.6. That really sucks! :thumbdown:

But I've just received a feedback telling me that the uniform arrays version works fine on an ATI X1600 Pro with C6.5. :thumbup:
Okay, there is certainly a problem with the X*** series and uniform arrays.

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Soft Shadows are Great! 
Sunday, August 6, 2006, 09:33 PM
I've just finihed to implement soft-shadows in the new oZone3D Engine. And I must say that soft shadows bring a huge amount of realism and credibility to 3d scenes. See for yourself:

The oZone3D tech demo is available here: Soft Shadows Demo

You can consider this demo as a little benchmark. Just start the oZone3D_SoftShadows_Benchmark.exe and look at the FPS in the title bar. With my current devstation I got the following score:

PC1: AMD64 3500+ / 1024M DDR400 / Radeon X700Pro 128M Catalyst 6.6 / WinXpsp2: 5 FPS :thumbdown:

Soft shadows are very GPU consuming but they are the future of 3D! So to make the most of soft shadows, update your graphics card!

view entry ( 1251 views )   |  0 trackbacks   |  permalink   |  related link   |   ( 3 / 1928 )

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