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 possible to fetch texture from inside a vertex shader. You can see with GPU Caps […]

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 x is the number of cores you want to use. Example: /MP2 to use 2 […]

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 = fract(value * bitSh); res -= res.xxyz * bitMsk; return res; } Unpacking a [0-1] […]

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 a; mirand *= 16807; a = (mirand&0x007fffff) | 0x40000000; return( *((float*)&a) – 3.0f ); } […]

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 code source se trouvent ici: PixelMachine Share PostTwitterFacebook