"Be not overcome with evil, but overcome evil with good."
- Romans 12:21
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New demo
Monday, September 5, 2005 | Permalink

Finally a new demo! There hasn't been much activity here for a while, but now I have a new demo here at last.
Lots of people have asked for a long time why I don't have any HDR demo on my site. There's no particular reason for that, I just hadn't bothered writing one. But now I've covered that as well. Of course, it's complete with the butter-on-my-glasses blur effect that has come to characterize HDR and actually to some extent get confused with HDR.
Anyway, the main selling point of this demo is that it doesn't go the lazy route and uses FP16 just because "that's HDR" as is a common misconcept out there. Instead it's using a DXT1/L16 combination that's faster and uses less memory space and can be filtered all the way down to R300. The main render target is FP16 though.

Anyway, enough talking. Now go grab it.



Enter the code below

Thursday, September 8, 2005

Oh, Update:
The image looks totally crazy, but sometimes, if I switch to windowed Mode and back to Fullscreen, the screen is okay, but some artifacts are still visible.

I made a smaller screenshot, and you might notice the diagonal line through the picture:

Thursday, September 8, 2005

To Overlord:
I think I know what is the problem with too little blur. Humus uses RGBA16 format for blur textures because values in blur textures are very low and need this 16bit precision to be processed correctly. But when you look at this document: http://download.nvidia.com/developer/OpenGL_Texture_Formats/nv_ogl_texture_formats.pdf you will see that format RGBA16 is just converted down to RGBA8. So these artefacts are caused by low precision. The solution could be using multiplied blur texture or using floating-point texture format also for the blur textures.
To geforceFX users:
Btw. I it's possible run this demo (with few modifications) also on geforceFX (Using arb_texture_rectangle and nv_float_buffer).
To Humus:
Could you please write which Ati cards do support FBO extension.

Thursday, September 8, 2005

doesn`t work on my radeon 9800 pro

Thursday, September 8, 2005

eXile, I've seen similar bug in other circumstances, but I've been unable to reproduce it with this demo. A question though, have you by any chance enabled 6x MSAA, either in the app or in the driver?

Nitro, that's interesting. That explains it.
All cards from Radeon 9500 and up should support FBO. You need a recent driver though.

Friday, September 9, 2005

My mobility X600 w/Cat 5.6 is showing massive rendering errors when using windowed mode. Is there any reason for this? Everything is set to be app specific and I am only using 2x AA

Friday, September 9, 2005

The demo runs fine on my GeForce 6800GT (and my 77.30 drivers) :-)

Good work, as usual.

Friday, September 9, 2005

Hi Humus,

i was abel to find 2 different symptoms of your demo.
First of all, i haven't got activated any AA, but even if I activate it, nothing changes.
My I was able to find out that the problems are dependent on the resolution, more details are in this

Windowed Mode -
640x800 o
800x600 -
1024x768 +
1152x864 o
1280x768 +
1280x800 o
1280x1024 +
1400x1024 - and a diagonal lines through the screen (it is the native resolution of my TFT screen, screenshot 4)

"-" means, that there are red dots in the upper part of the screen (screenshot 1),
"o" means, that there is a white glow in the lower part of the screen (screenshot 2) and texture errors (screenshot 3),
"+" means, that there are no problems in that resolution.

1. http://paulmueller88.pa.funpic.de/trash/hdr1.jpg
2. http://paulmueller88.pa.funpic.de/trash/hdr2.jpg
3. http://paulmueller88.pa.funpic.de/trash/hdr3.jpg
4. http://paulmueller88.pa.funpic.de/trash/hdr4.jpg

I hope I was able to help you.

Friday, September 9, 2005

Same, as Martin's case.
Only a black screen, the fps counter is working.

6800GT, 77.76

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