"It's no accident that capitalism has brought with it progress, not merely in production but also in knowledge. Egoism and competition are, alas, stronger forces than public spirit and sense of duty."
- Albert Einstein
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Back again
Monday, January 6, 2003 | Permalink

Hi everyone!

Sorry for the silence lately, but I've been away over the holidays spending some time with the family. Oh, it's been a great time. A little cold though, we've had tempeatures ranging from -25C to -37C most of the time. My sister gave birth to her second child during the holidays too, a real cutie. I'll put up some pictures later tonight.

I have spent some time with DX9 during the holidays too and the DX9 backend of my framework is mostly done. I must say that while DirectX is improving with every version the API is still fundamentally flawed in a couple of ways and will most likely remain that way. MS tend to map the API too much to how the hardware works instead of how the applications works, which often makes it more cumbersome to work with without offering any advantages. For instance binding texture filtering and wrapping behaviour to texture stages instead of texture objects like in OpenGL. I have yet find any circumstances where this behaviour would be desired or advantageous. And when MS decide to change the API in such a way that it's incompatible with previous versions it just amazes me that they don't fix these fundamental errors when they are redesigning it anyway. In the end though, DX9 is a quite good API in many ways, and there certainly are a number of problems with OpenGL's design too, like the texture target hierarchy which doesn't makes a whole lot of sense either.
Anyway, you'll probably see a couple of DX9 demos here in the not too distance future.

[ 2 comments | Last comment by Humus (2003-02-08 09:26:42) ]

DirectX 9
Saturday, December 21, 2002 | Permalink

DirectX 9 has gone gold now.

Following this release ATi released a new DX9 compatible driver, plus some new demos and screensavers and updated version of the older ones. All available here.
There's also a new Radeon SDK available.

Guess this means I'll have a lot to do during the holidays.

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100,000 visitors
Thursday, December 19, 2002 | Permalink

Woot!

Today my 3D page has been visited for the 100,000th time. That's a double since August when I hit 50,000. I hope to see the main page reach 100,000 too soon, it's growing slightly faster, but I suppose many people have a bookmark pointing directly to the 3D page instead of the main page.

Anyway, I want to thank everyone who have visited my site over the months and given me feedback and encouraged me to continue doing what I do.


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New demo
Wednesday, December 18, 2002 | Permalink

A demo doing Perlin noise in a fragment program has hit the face of earth.

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Not quite infinite terrain
Tuesday, December 17, 2002 | Permalink

... but quite large nonetheless.

Antlers has taken my source from the Infinite terrain demo and changed it to use actual elevation data of Mars. It's quite cool and I recommend you to check it out.

[ 1 comments | Last comment by zhongzichun (2008-03-27 22:28:14) ]

Demo updates
Sunday, December 15, 2002 | Permalink

I have updated the Volumetric Fogging demo and replaced the Bass sound library I used before with my own little sound engine based on OpenAL and libvorbis. So now there should be sound in both Windows and Linux. The Linux implementation of OpenAL doesn't feel quite as solid as the Windows version though and I had some trouble getting my code that worked just fine in Windows to work in Linux too. There are a couple of differencies between the implementations (which AFAICS are undocumented), such as that the Windows version grabs the audio data I provide it with and puts it into its own buffer while the Linux version simply is continuously reading the pointer I passed it, which of course causes an immediate crash if I free my buffer. It can also crash under certain other circumstances I couldn't make any sense out of. Such as restarting a source that has stopped playing and at the same time be using a particle system , yeah, it doesn't make sense but that's how it is. I can either turn the particle system off and everything works fine, or I can just skip restarting the audio stream and it'll also work. Anyway, after having tried to figure this out for quite some time I gave up and concluded that the bug isn't mine but rather somewhere in the OpenAL implementation for Linux as everything works just fine in Windows. Hopefully this problem gets solved in future versions of OpenAL. Until then I opted for just letting the demo exit at the end of the loop instead of repeating in Linux, feels good enough for now.

I have also updated the recent Shadows that rocks demo. It should now run both faster and get a little better precision.

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Shadows that rocks
Thursday, December 12, 2002 | Permalink

Another demo to bore you with.

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Mandelbrot demo updated
Sunday, December 8, 2002 | Permalink

The mandelbrot demo is now both more colorful and more detailed with the same performance.

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