"In C we had to code our own bugs. In C++ we can inherit them."
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New ATI SDK
Friday, October 7, 2005 | Permalink

Today a new release of the ATI SDK was released. There's plenty of interesting content in there, several new samples for the X1800, a bunch of new tech papers and many updated samples as well.

[ 18 comments | Last comment by miko (2005-12-15 06:19:10) ]

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.

[ 58 comments | Last comment by ProgrammerBob (2008-05-30 13:32:45) ]

ATI celebrates its 20th anniversary
Thursday, August 18, 2005 | Permalink

Today ATI turned 20. Which of course was celebrated across the world.




[ 13 comments | Last comment by James (2006-01-22 00:45:18) ]

Alpha to coverage demo updated
Saturday, July 9, 2005 | Permalink

I added another option to the demo that allows magnified textures not to become blurry when using alpha-to-coverage or alpha-blend, but instead be equally sharp as alpha testing, but without the aliasing. Looks very good.

[ 14 comments | Last comment by tEd (2005-09-01 13:06:53) ]

API overriding tools
Tuesday, July 5, 2005 | Permalink

Today I'm adding two API overriding tools to the Cool stuff section, one for OpenGL and one for Direct3D. The main purpose of these is to solve the problem with alpha-tested textures in games, which look very aliased with multisample antialiasing. With these tools you can force alpha-test into alpha-to-coverage, which looks a whole lot better.

Caution: Be careful with online games using PunkBuster or other anti-cheat measures. They don't neccesarily like overriding the API and may think you're cheating, so if you're going to try, I wouldn't try on my favourite server first.

If there are any other features you'd like to see added to these tools, please let me know.

[ 35 comments | Last comment by mike (2009-10-18 20:49:14) ]

New Alpha to coverage demo
Thursday, June 23, 2005 | Permalink

There's a new demo up that demonstrates alpha-to-coverage as a replacement for alpha testing for masked textures when using multisampling. It allows you to compare the quality to alpha testing.

[ 13 comments | Last comment by Humus (2005-07-08 18:07:00) ]

New benchmark tool
Sunday, June 19, 2005 | Permalink

I've uploaded a new benchmark tool. It's basically a replacement for the old GL_EXT_reme benchmark I wrote ages ago.

Also, I'm releasing the new framework that I've built it on.

[ 8 comments | Last comment by Wault (2005-06-30 20:43:07) ]

Screenshots from GameEngine II
Saturday, June 11, 2005 | Permalink

The engine I talked about earlier is progressing fine. There's no release yet, but I thought I should tease you with some screenshots (click for larger pictures)



[ 33 comments | Last comment by horse fly (2005-07-29 13:17:35) ]

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