Archive for February, 2007
The new OpenGL headers files contain new extensions stuff. You can download them from… just a second, I start GPU Caps Viewer and… okay I got it :thumbup: : from developer.nvidia.com/object/nvidia_opengl_specs.html.
But there are a couple of weird things:
1 – the glext.h version is 28 (#define GL_GLEXT_VERSION 28). The version I use to compile the oZone3D engine renderer is the 29. And I use this header since more than one year…
2 – the glext.h header does not compile with vc6 (yes I still use visual studio 6!) because of the GL_EXT_timer_query extension. Here is the origianl piece of code you can find in glext.h:
/* * Original code - does not compile with vc6. */ #ifndef GL_EXT_timer_query typedef signed long long GLint64EXT; typedef unsigned long long GLuint64EXT; #endif
and here is the code I updated for visual c 6:
/* Modified code for oZone3D engine - compile with vc6 */ #ifndef GL_EXT_timer_query #ifdef _WIN32 typedef signed __int64 GLint64EXT; typedef unsigned __int64 GLuint64EXT; #else typedef signed long long GLint64EXT; typedef unsigned long long GLuint64EXT; #endif #endif
I wonder if the original glext.h compiles with vc7 or vc8. If anyone has the answer, feel free to contact me…
GPU Caps Viewer is the new I worked on these last days. It’s the successor of HardwareInfos. GPU Caps Viewer is based on the branch v3.x of the oZone3D engine (while HardwareInfos is an oZone3D v.2.x branch based tool). In addition to classic GPU/CPU information / capabilities, GPU Caps Viewer offers two cool features:
- an OpenGL Extensions database. Either you can see the extensions supported by the current graphics card or you can see all existing extensions no matter the graphics board you have. You can quickly select an extension and jump directly to ist webpage (SGI or NVIDIA extensions specs). I must confess it’s very useful for me.
- a GPU-Burner… that was the hard-coding part of GPU Caps Viewer. The GPU-Burner allows to open several 3D windows. Actually you can open as many 3D views you want (1, 2, 4, 6, 10, 20, …). Each view renders a GLSL toon-shaded object with vsync disabled. You can set the size of each window individually (default size is 400×400). Each 3D view is rendered in its own thread… I let you imagine how hard is to debug a multitreaded gfx application :raspberry: And because I’m only a human, there are always some bugs in my code. But there is a very cool tool that helped me to manage the mad threads: ProcessExplorer :thumbup: You can download it here: www.majorgeeks.com/Process_Explorer_d4566.html.
Here an screenshot of my desktop with 13 instances of the 3D view runing at the same time. I will release GPU Caps Viewer very very soon. So stay tuned! :winkhappy:
Finally NVIDIA releases the specs of the new OpenGL extensions that come with the gf8800. Great news! :thumbup:
These specs are very important for us, poor graphics developers, in order to update our software with the latest cool features. So among these specs, there is the GL_EXT_draw_instanced that allows to do geometry instancing. Another extension is WGL_NV_gpu_affinity. This ext allows to send the gfx calls to a particular GPU in multi-gpus system. Should be cool to see how a 7950GX2 behaves. The GL_EXT_timer_query ext provides a nano-second resolution timer to determine the amount of time it takes to fully complete a set of OpenGL gfx calls. There are still so many cool extensions. As soon as I get a 8800 board, I’ll made a little tutorial to cover these cool extensions.