Tag Archives: Programming

[GeeXLab] Bump Mapping et Self Shadow

Bump mapping – front face

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Vertex Displacement Mapping in GLSL Now Available on Radeon!

As I said in this news, the release of Catalyst 8.10 BETA comes with a nice bugfix: vertex texture fetching is now operational on Radeon (at least on my Radeon HD 4850). From 2 or 3 months, Catalyst makes it … Continue reading

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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

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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

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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

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GLSL float to RGBA8 encoder

Packing a [0-1] float value into a 4D vector where each component will be a 8-bits integer: vec4 packFloatToVec4i(const float value) { const vec4 bitSh = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0); const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0); vec4 res … Continue reading

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Better, smaller and faster random number generator

I found this cool random generator on rgba’s website. rgba is a wellknown demoscene group specialized in 4k prods. This random generator is used in their prods: static unsigned int mirand = 1; float sfrand( void ) { unsigned int … Continue reading

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Small Log System

Here is a small piece of code that can be useful if you need to quickly generate traces (or log) in your apps: class cLog { public: cLog(char *logfile){}; static void trace(const char *s) { if(s) log << s << … Continue reading

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Codage d’un Moteur de Ray-Tracing depuis Zéro en un Weekend

Voici un petit article sympa sur le codage d’un ray-traceur depuis zéro. Le code source du ray-traceur est fourni et est compréhensible. Donc si vous voulez vous plonger dans les entrailles d’un petit ray-traceur, c’est le moment. L’article et le … Continue reading

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