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oZone3D.Net News / Mesh Exploder with Geometry Shaders
« Last post by JeGX on August 27, 2014, 11:21:24 AM »
I'm interested in that too.

I have an AMD Radeon HD 7730M on my notebook and scored 723 on 720P benchmark test. I would like to see how other people scored with that same graphics card.
GPU Tools - Benchmarking / Computer freezing AFTER running FurMark Benchmark
« Last post by RB73 on July 08, 2014, 04:28:08 AM »
or about a month now my computer has been locking up when under loads, but only sometimes. When it freezes, the monitors completely freeze (as if it were a screen shot) the mouse and keyboard stop responding, and all audio cuts out. The only way to get out is to reset the machine. It started to happen when playing payday 2 and having skype open, not either individually, and it still doesnt seem to happen when running just payday 2, but it does happen now with other games and skype, but not always. I have replaced the PSU, added additional cooling for the GPU, and have updated/downgraded all the drivers and nothing seems to make a difference. I have been monitoring the temps for my GPU and CPU and neither seems to spike when the computer freezes.

Today, I found something interesting. I downloaded FurMark to test the GPU and ran the "Burn-in benchmark 1920X1080 15min" that can be found on the menu. My computer ran fine during the bench mark, but within seconds of the benchmark ending, my computer froze. I restarted and ran the benchmark again, and the same thing happens. Any ideas to what could be causing the freezing?
J'essaie depuis quelques temps d'accéder aux valeurs des pixels d'une texture issue d'un render texture. Mais j'ai toujours le même résultat : (0,0,0,0).

J'imagine donc que je me loupe quelque-part .
Voici le code :
      renderTextureId = HYP_RenderTexture.GetId("sceneRT")
      textureOutputId = HYP_Texture.GetId("textureOutput")      
               HYP_Texture.InitFromRenderTexture(textureOutputId , renderTextureId , 0)
               r, g, b, a = HYP_Texture.GetValueTex2DFloatRgba(textureEdgeletsOutputId,0)
         HYP_Debug.Trace (r)

Le "sceneRT" un un RenderTexture contenant plusieurs sorties
Le "textureOutput" est une texture vide de même type que la sortie 0 de sceneRT
Mon shader génère une image toute grise, le pixel 0 devrait donc valoir (0.5,0.5,0.5,1).

J'ai essayé de mettre ce code dans un script INIT,FRAME, etc. mais rien n'y fait...

D'ailleurs, après le InitFromRenderTexture, ma texture destination a toujours une taille de 0????

Des idées? 

Comme je n'arrive pas à joindre mon fichier xml, je vous colle le code ici :

<?xml version="1.0"?>
   <scene name="MainScene" show_ref_grid="FALSE" display_fps="FALSE" vsync="FALSE" msaa="TRUE" >
      <background_color r="1." g="1." b="1." />
      <window_size width="800" height="600" />
      <background_image render="FALSE" image=""

   <camera name="MainCamera" navigation_mode="ORBIT" fov="60.0" mouse_move_speed="1.0" keyboard_speed="500.0" mouse_wheel_speed="50.0" near_plane="10" far_plane="1000" >
      <position x="0.0" y="0.0" z="250" />
      <lookat x="0.0" y="0.0" z="0.0" w="1.0" />
      <orientation pitch="20.0" yaw="30.0" />

   <light name="light01" >
      <position x="0.0" y="0.0" z="250.0" />
      <ambient r="0.4" g="0.4" b="0.4" a="1.0" />
      <diffuse r="1.0" g="1.0" b="0.8" a="1.0" />
      <specular r="1.0" g="1.0" b="1.0" a="1.0" />

   <material name="torusMeshMaterial" opacity="1.0" shader_program="TestShader">
      <ambient r="0.4" g="0.4" b="0.4" a="1.0" />
      <diffuse r="1.0" g="1.0" b="0.4" a="1.0" />
      <specular r="0.4" g="0.4" b="1.0" a="1.0" exp="60.0" />

   <mesh name="torusMesh" render="TRUE" depth_test="TRUE" shape_type="TORUS"  lighting="FALSE" back_face_culling="FALSE" polygon_mode="SOLID" average_normals="TRUE" texturing="FALSE" vbo="FALSE" display_list="TRUE" auto_spin="FALSE" blending ="FALSE" >
      <torus radius="80.0" vertex_density="60" section_radius="800" />
      <position x="0.0" y="0.0" z="0.0" />
      <orientation pitch="0.0" yaw="0.0" roll="0.0" />
      <attach_material name="torusMeshMaterial" />            
   <texture name="textureOutput" pixel_format="RGBA_FLOAT" />
   <render_texture name="sceneRT" type="FRAMEBUFFER" >
      <attach_texture_color pixel_format="RGBA_FLOAT"/>      <!-- RGBA_32F et RGBA_32F  ne sont pas clampes entre 0 et 1 -->
      <attach_texture_color pixel_format="RGBA_FLOAT"/> <!-- TODO : utiliser RGB_FLOAT et passer les valeurs de normal entre 0 et 1 (ajouter 1 et diviser par 2) -->
      <attach_render_buffer type="DEPTH" />      

   <shader_program name="TestShader" >
      #version 330 compatibility
      void main(){
         gl_Position = ftransform();          
      #version 330 compatibility

      layout(location = 0) out vec4 positionOut;
      layout(location = 1) out vec4 depthNormOut;

      void main(){   
        positionOut = vec4(0.5,0.5,0.5,1.);
        depthNormOut = vec4(1.,1.,1.,1.);

   <script name="frameScript" run_mode="FRAME" language="LUA" >
x, y, z = HYP_Object.GetPosition(MainCameraId)
HYP_Object.SetPosition(light01Id, x, y, z)


   <script name="TesScript" run_mode="INIT" active="TRUE" language="LUA">

      renderTextureScoreId = HYP_RenderTexture.GetId("sceneRT")
      textureOutputId = HYP_Texture.GetId("textureOutput")      
      HYP_Texture.InitFromRenderTexture(textureEdgeletsOutputId, renderTextureScoreId, 1)
      width, height, depth = HYP_Texture.GetDimensions(textureEdgeletsOutputId)
      HYP_Debug.Trace ("width")
      HYP_Debug.Trace (width)

      r, g, b, a = HYP_Texture.GetValueTex2DFloatRgba(textureEdgeletsOutputId,100)
      HYP_Debug.Trace ("R")
      HYP_Debug.Trace (r)
      HYP_Debug.Trace ("END")


Well I submitted my score(s) today and wanted to know if any other card can get me the same performance just with one card.

My both 6850 cards should be changed to somewhat less power consuming and with a bit more "bang". Not much just around 5 to max 20 % more.

I got a score of around 4205 on the 720p setting and 2494 on the 1080p setting.

I would like to see a complete list of all submitted tests to see which card can be exchanged for the twins.

Thanks in advance.
GPU Tools - Benchmarking / GPU Cap Viewer notebook issue
« Last post by glicci on June 17, 2014, 03:43:08 PM »
Hi all,
i'm using latest GPU Caps Viewer to check if OpenCL are properly installed and supported by my GPU's on two notebook, the problem is that GPUCV doesn't recognize correcly the gpu. Here's notebook specs and result :

Dell Inspiron 17R SE 7720
gpu 1 : Intel HD Graphics 4000
gpu 2 : Nvidia GT 650M

Only gpu1 is recognized :

HP Pavilion DV6-3150EL
gpu1 : Intel HD Graphics 4000(?)

recognized as amd gpu (!)

gpu2 : ATI Mobility Radeon HD5650

wrongly recognized as intel gpu and with all details wrong.

I want to add that all gpus are working perfectly (both in 2d and 3d gaming), is there a way to let GPUCV recognizes correctly these gpus on both notebook ?
My final goal is to use opencl (pyopencl) on both notebook, so i have to be sure that opencl is properly supported by them.


GPU Caps Viewer v1.2 on win7 64 bit can not start with error message "The program can't start because OPENGL32.dll is missing from your computer. Try reinstalling the program to fix this problem":

But: (1) I have reinstalled GPU Caps Viewer v1.2 but the problem persists, (2) I have checked and the "OPENGL32.dll" is in the C:\windows\system32 with size 1,039,872 bytes. What's the matter?
I'm using Windows 7 with 1600 x 1200 display in portrait mode. GPU Caps Viewer opens in non-resizable window, which clips some of the contents:

Is this a bug?
The CatchAll Tavern (english forum) / Encapsulated 3D presentation
« Last post by Lionmax on April 07, 2014, 02:58:23 PM »
I’m interested to distribute 3D presentations to my clients using an encapsulated viewer files as follow

1.   the ability to develop the back end source scenes in 3D MAX,
2.   the viewer is able to display the Material developed in 3d max (option in LynX Light)
3.   the viewer is able to display the animations developed in 3d max
4.   the viewer has navigation buttons to enable the user to display next 3d scene when he finish from the current scene without loading 3ds files from the menu, in other words: next button will display the next 3d scene as if he displays power point slides
5.   the user can browse / rotate / zoom the objects in the scene (option is in LynX Light) using commands

is possible to get these options by any of your products or even customized code?
The CatchAll Tavern (english forum) / down
« Last post by IorPerry on April 07, 2014, 02:07:03 PM »
Hello everybody,
sorry for the inconvenience, but I need to see the OpenCL documentation and the site looks down...
Is It not avaiable only from my location?
Anybody know a mirror of openCL documentation?

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