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Tag Archives: Programming
[GeeXLab] Bump Mapping et Self Shadow
Bump mapping – front face
Posted in GeeXLab, Programming
Tagged bump mapping, GeeXLab, normal map, Programming, self shadow
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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
Posted in GLSL, OpenGL
Tagged 3D, bug, catalyst 8.10, displacement mapping, glsl, OpenGL, Programming, vertex texture fetch
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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
Posted in Programming
Tagged filter, gamma correction, post processing, Programming, rendering, smode
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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
Posted in Programming
Tagged game development, gamedev, multithreaded build, Programming, vc8, visual studio
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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
Posted in GLSL, Programming, TechDemo
Tagged glsl, Programming, smode, TechDemo, velvet, velvet shader
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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
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
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
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