Monthly Archives: August 2006

NVIDIA Geoforms Demo

I found on guru3d website a cool tech demo/screen saver. If you have a NVIDIA gf 6 or 7 cg, just grab it.

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Uniform Arrays in GLSL

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 … Continue reading

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Soft Shadows are Great!

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 … Continue reading

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ATI and Depth Map Filtering

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 … Continue reading

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Depth Map Filtering – ATI vs NVIDIA

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 … Continue reading

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NPOT Textures

It’s nice to come back to code! I’m currently working on a new and simple framework for my OpenGL experimentations before implementing the algorithms in the oZone3D Engine . RaptorGL is a little bit too heavy for simple tests so … Continue reading

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