"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use."
- Galileo Galilei
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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) ]

New antialiasing demo
Saturday, June 4, 2005 | Permalink

With the announcement of CrossFire and its SuperAA mode people may wonder what these AA levels might look like. Using 6x multisampling and setting this demo to 2x AA should give you something pretty close to what the 12x mode looks like, though there will be some differences. SuperAA modifies the sample pattern between the two GPUs and allows a pixel center offset for a supersampling effect, while this demo implements its supersampling by shifting the entire scene on a sub-pixel level and combining the results, of course without change to the multisample positions (if enabled) since that's entirely in the control of the driver.

[ 11 comments | Last comment by Scorpion (2005-08-26 20:24:59) ]

New gallery
Friday, May 20, 2005 | Permalink

So my brothers went home again earlier this week, so things should be back to normal now. I have a new gallery up now with some pictures from this time and a bunch of random stuff from this winter/spring.

[ 5 comments | Last comment by Scorpion (Joel) (2005-08-26 20:22:58) ]

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