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Monthly Archives: July 2008
PhysX Control Panel
I don’t know how but I can no longer start .cpl files. CPL files are also called control panel applet and can be started directly in command line. You can find more information about cpl file here. What I wanted … Continue reading
Depth of Field
I played with Depth Of Field (DoF) these last days in the upcoming Demoniak3D but I’m not very satisfied because I still have some problem to control the focus (the non blurred part of the field of view). Depth of … Continue reading
Gamma Correction
I’ve coded today a small gamma correction filter in Smode. I’ll talk about gamma correction a little bit more very soon with a Demoniak3D demo. Here is the result on a simple scene: a teapot lit with a Phong shader. … Continue reading
Posted in Programming
Tagged filter, gamma correction, post processing, Programming, rendering, smode
2 Comments
Multithreaded Build with Visual Studio 2005
Under Visual Studio 2005 (VC8), you can enable the multithreaded build of projects. This great feature makes it possible to use several CPUs to build your projects. This is a per-project setting and it’s done in command line: /MPx where … Continue reading
Posted in Programming
Tagged game development, gamedev, multithreaded build, Programming, vc8, visual studio
2 Comments
FurMark Kaspersky Alarms
Some users have reported that FurMark 1.4.0 has the Trojan-Downloader.Win32.Agent.vpx. I did this morning the scan with the latest version of Kaspersky and the very latest version of their database. Kaspersky hasn’t found any threat or trojan in FurMark setup … Continue reading
Posted in Benchmark, Industry News
Tagged false positive, furmark, kaspersky, trojan
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Saturate function in GLSL
During the conversion of shaders written in Cg/HLSL, we often find the saturate() function. This function is not valid in GLSL even though on NVIDIA, the GLSL compiler accepts it (do not forget that NVIDIA’s GLSL compiler is based on … Continue reading
Posted in GLSL, Programming
Tagged cg, clamp, game developpment, gamedev, glsl, graphics programming, hlsl, saturate, shader conversion
3 Comments
Velvet Shader Preview
Are you ready for a small velvet GLSL shader? Here’s one, at least a preview of the one I’ve just coded for a demo with Smode. Smode… a software dedicated to create… demos! And the cool thing, is that Smode … Continue reading
Posted in GLSL, Programming, TechDemo
Tagged glsl, Programming, smode, TechDemo, velvet, velvet shader
2 Comments