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  • General purpose physics engine

    - by Lucas
    Is there any general purpose physics engine that allows huge simulations of rigid bodies? I'm using PhysX from Nvidia, but the focus of this engine is game development, soft bodies. I want to know if exists physics engine that runs on top of PS3 cell processors or CUDA cores allowing massive scientific physics simulations.

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  • BLAS and CUBLAS

    - by Nils
    I'm wondering about Nvidia's CUBLAS Library. Does anybody have experience with it? For example if I write a C program using BLAS will I be able to replace the calls to BLAS with calls to CUBLAS? Or even better implement a mechanism which let's the user choose at runtime? What about if I use the BLAS Library provided by Boost with C++?

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  • Adding Parsekit To An Xcode Project

    - by Garry
    I am trying to add the Parsekit framework to my OSX Xcode project. I've never added a 3rd party framework before and I can't get it to work right. I dragged the included Xcode project into my 'Groups & Files' pane and chose to Add it to my project. I then dragged Parsekit.framework underneath the Link Binary With Libraries heading. Then I double-clicked my target app and added Parsekit as a Direct Dependency. I also added libicucore.dylib as a Linked Library (as it says to do this on their site). Finally, in the Build settings tab of my target info I set the Header Search Paths to /Users/path/to/include/directory and the Other Linker Flags to -ObjC -all_load. Running this as a debug build work fine with no errors. However, when I build my app to release and then try to run the executable created, the app fails to load with the following error message: MyApp cannot be opened because of a problem. Check with the developer to make sure myApp works with this version of Mac OS X. Here is the dump from the crash reporter: Process: MyApp [11658] Path: /Users/Garry/Programming/Xcode/Mac/MyApp/build/Release/MyApp.app/Contents/MacOS/MyApp Identifier: com.yourcompany.MyApp Version: ??? (???) Code Type: X86-64 (Native) Parent Process: launchd [135] Date/Time: 2010-05-24 17:08:08.475 +0100 OS Version: Mac OS X 10.6.3 (10D573) Report Version: 6Interval Since Last Report: 133300 sec Crashes Since Last Report: 3 Per-App Crashes Since Last Report: 3 Anonymous UUID: DF0265E4-B5A0-45E1-8B71-D52A27CFDDCA Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000002, 0x0000000000000000 Crashed Thread: 0 Dyld Error Message: Library not loaded: @executable_path/../Frameworks/ParseKit.framework/Versions/A/ParseKit Referenced from: /Users/Garry/Programming/Xcode/Mac/MyApp/build/Release/MyApp.app/Contents/MacOS/MyApp Reason: image not found Model: MacBookPro5,5, BootROM MBP55.00AC.B03, 2 processors, Intel Core 2 Duo, 2.53 GHz, 4 GB, SMC 1.47f2 Graphics: NVIDIA GeForce 9400M, NVIDIA GeForce 9400M, PCI, 256 MB Memory Module: global_name AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x8D), Broadcom BCM43xx 1.0 (5.10.91.27) Bluetooth: Version 2.3.1f4, 2 service, 2 devices, 1 incoming serial ports Network Service: AirPort, AirPort, en1 Network Service: Ethernet Adaptor (en6), Ethernet, en6 Serial ATA Device: Hitachi HTS545025B9SA02, 232.89 GB Serial ATA Device: HL-DT-ST DVDRW GS23N USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8507, 0x24400000 USB Device: Internal Memory Card Reader, 0x05ac (Apple Inc.), 0x8403, 0x26500000 USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0x04500000 USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0237, 0x04600000 USB Device: BRCM2046 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0x06100000 USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8213, 0x06110000 After building the app, in addition to the executable file, Xcode is also creating a file called MyApp.app.dSYM. Any idea what that is?? I am developing with Xcode 3.2.2 on an Intel MBP running 10.6.3. Many thanks for any help offered.

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  • Can GPU capabilities impact virtual machine performance?

    - by Dave White
    While this many not seem like a programming question directly, it impacts my development activities and so it seems like it belongs here. It seems that more and more developers are turning to virtual environments for development activities on their computers, SharePoint development being a prime example. Also, as a trainer, I have virtual training environments for all of the classes that I teach. I recently purchased a new Dell E6510 to travel around with. It has the i7 620M (Dual core, HyperThreaded cpu running at 2.66GHz) and 8 GB of memory. Reading the spec sheet, it sounded like it would be a great laptop to carry around and run virtual machines on. Getting the laptop though, I've been pretty disappointed with the user experience of developing in a virtual machine. Giving the Virtual Machine 4 GB of memory, it was slow and I could type complete sentences and watch the VM "catchup". My company has training laptops that we provide for our classes. They are Dell Precision M6400 Intel Core 2 Duo P8700 running at 2.54Ghz with 8 GB of memory and the experience on this laptops is night and day compared to the E6510. They are crisp and you barely aware that you are running in a virtual environment. Since the E6510 should be faster in all categories than the M6400, I couldn't understand why the new laptop was slower, so I did a component by component comparison and the only place where the E6510 is less performant than the M6400 is the graphics department. The M6400 is running a nVidia FX 2700m GPU and the E6510 is running a nVidia 3100M GPU. Looking at benchmarks of the two GPUs suggest that the FX 2700M is twice as fast as the 3100M. http://www.notebookcheck.net/Mobile-Graphics-Cards-Benchmark-List.844.0.html 3100M = 111th (E6510) FX 2700m = 47th (Precision M6400) Radeon HD 5870 = 8th (Alienware) The host OS is Windows 7 64bit as is the guest OS, running in Virtual Box 3.1.8 with Guest Additions installed on the guest. The IDE being used in the virtual environment is VS 2010 Premium. So after that long setup, my question is: Is the GPU significantly impacting the virtual machine's performance or are there other factors that I'm not looking at that I can use to boost the vm's performance? Do we now have to consider GPU performance when purchasing laptops where we expect to use virtualized development environments? Thanks in advance. Cheers, Dave

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  • OpenCL books/tutorials?

    - by StfnoPad
    Is there any openCL books out there? or in the pipeline? Any online openCL tutorial? I already looked at the usual pages like khronos/nvidia dev/opengl.org/ati dev/siggraph slides. Any other help or pointer is welcome :-D Thanks!

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • Why do GPUs overheat?

    - by JAD
    About a year ago, I added a 9800GT (1 GB version) and a Corsair CX500 PSU to an HP M8000N computer. A few weeks ago, the HDD overheated and I decided to transfer the GPU & PSU to a new build, which consists of: i3 @ 3.3Ghz Gigabyte H61 Micro ATX Mobo 4GB RAM 500GB WD HDD DVD RW Drive Cooler Master Elite 430 Tower Once I had Win7 up and running, I installed all the essential drivers that came with the Gigabyte Mobo CD. However, whenever I tried installing the Graphics Media Accelerator driver, the computer would crash and enter an endless boot sequence on the next startup. I skipped installing this driver and installed the CD driver for the 9800GT, which by now is a year old. Everything was working fine, WEI rated my GPU at 6.6 graphics & aero performance. However, after updating my Nvidia drivers to the latest, the WEI dropped my rating to 3.3 for Aero, and 4.7 for graphics performance. Just to make sure that everything was ok, I ran Bad Company 2 on medium settings. The first few minutes ran just fine at a smooth framerate, so I dismissed this as Windows being Windows. About 6 hours later, I ran BC2 again. This time I averaged anywhere from 2-5 FPS. I checked the GPU temperature through GPU-Z, and it came back as 120C. The problem with this, is that the computer was on for six hours up to that point. Wouldn't the card have experienced a reactor core meltdown a lot sooner than that? Granted, the computer was "sleeping" some of the time, but still... The next day I took out a temperature gun and ran some tests. I would point the laser at a very specific area on the reverse side of the card (not the fan or "front"), and compare the temp reading with GPU-Z. After leaving the system on idle on idle for a few minutes, I ran BC2 twice. Here are the results: GPU-Z Reading / Temp Gun Reading / Time Null / 22.3°C / Comp is Off 53°C / 33.5°C / 1:49 78°C / 46°C / 1:53 - (First BC2 run; good framerate) 102°C / 64.6°C / 2:01 - (System is again on idle) 113°C / 64.8°C / 2:10 119°C / 71.8°C / 2:17 - (Second BC2 run; poor framerate) I should also mention that I also took a temp recording of another part of the GPU from 2:01-2:17. The temp in this area jumped from 75°C to 82.9°C in that time frame. This pretty much confirms that GPU-Z is reporting the temperature accurately, and the card is overheating. But I'd like to know why; the cars is doing nothing and still the temperature climbs at a steady rate. I thoroughly cleaned the GPU and PSU when I salvaged them from the old HP M8000N computer with a can of compressed air, dust cant be the issue. Similarly, the rest of the computer is brand new. I installed various Nvidia drivers, but no luck. It seems strange to me that a year-old card is suddenly failing on me; aren't they supposed to last at least two years? Could this be a driver issue? Is the motherboard faulty? Could the PSU be overfeeding the card on voltage? Neither case seems likely, as the CPU, RAM and otherwise the rest of the comp has worked flawlessly and has stayed well within respectable temp ranges (the i3 lingers around 50C, the HDD stays at 30C, so does the PSU). How can I pinpoint the issue?

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  • Vista 64-bit, DISK BOOT FAILURE

    - by weka
    So I have this Acer Aspire AX3200-U3600A with Windows Vista (64-bit). Every night I turn it off and turn it back on in the morning. Around three weeks ago, I did a fresh factory reimage. Good as new. Then around two days ago, when I turned it on, I noticed it was running extremly slow. As in, it would often freeze up while I had multiple applications open when it usually never froze up. So I decided to restart my computer. Big mistake. My computer froze right after I clicked shut-down. I waited a while. Nothing. Waited some minutes. Nope. I decided to shut it down by pressing the power button. Here is where the problems begin. When I turned it back on, I saw the Windows logo and loading bar and then it loaded to black. I turned it off again forcefully by power button and then once more... then I got: AMD Data Change... Update New Data to DMI! then later the screen clears and I get: AHCI Option ROM BIOS Revision: 01.05.92 Date: 02-19-2008 Copyright (c) 2006-2008 Phoenix Technologies, LTD Port 01: Reset Port Error!! Port 02: then the screen clears again but this time, this loads from the bottom: Nvidia Boot Agent 249.0542 (copyright stuff... blah blah) PXE-E61: Media test failure, check cable. PXE-M0F: Exiting Nvidia Boot Agent DISK BOOT FAILURE, INSERT SYSTEM DISK AND PRESS ENTER. So I try to go into Safe Mode. Well, first of all it doesn't load as fast. After it loads disk.sys from windows/drivers, it will wait a while (2-3 mins) THEN load. However it loads the Acer eRecovery Management Tool. I have three options: Reset computer to factory default, Restore computer from user's backup, or Exit. However, the top two options are gray and disabled where as the Exit is in blue and definitely clickable. So obviously safe mode is not there... A strong thing to note: In the beginning when all of this started, I did a Boot Windows Normal from pressing f8 and I got to my desktop! It logged me in. I could see the icons on my files. However my desktop was extremely slow as in when I clicked on the Start menu, it would wait a while, then load up the menu with JUST the gradient, no text or icons... so as you can see... it saw my HDD? Also, before anyone says, I have NO USB plugged in. My mouse and keyboard are not USB inputs, I assure you. And this came without a recovery CD AND when I went in BIOS, to change the BOOT ORDER, I did NOT see a CD-ROM option. And when I tried pressing ALT+F10 to get into Acer eRecovery Management, the top two options were disabled as well. But sometimes on start-up, I get: Windows has encountered a problem communicating with a device connected to your computer. This error can be caused by unplugging a removable storage device such as an external USB drive while the device is in use, or by faulty hardware such as a hard drive or CD-ROM drive that is failing. Make sure any removeable storage is properly connected and then restart your computer. If you continue to receive this error message, contact the hardware manufacturer. Status: 0xc00000e9 Info: An unexpected I/O error has occured. Then I tried Last Known Good Configuration Settings, that gives me a BSOD. What should I do/

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  • Gaming blew fuse and causes funny smell: how to overcome?

    - by George Tomlinson
    I've been gaming for a while now. When playing certain games this PC goes into overdrive. The fan/fans start/s to sound like a jet engine it/they get/s so busy. Also I have smelt burning when this has happened. The fuse blew on the 4 socket adapter I was using recently. On the following thread someone said this could be due to the PSU not being strong enough to handle the load, in what it seems could be a related issue someone had, although the person who posted this question did say that blowing a fan on their PC stopped it crashing in that case: http://www.tomshardware.co.uk/answers/id-2047543/gtx-650-overheating-issue.html. This is exactly what they said: Your GPU isn't overheating. 70+ before it would shutdown and cause a restart. Make sure your PSU is strong enough to handle your new system at load and possibly run Memtest to check your RAM (although not BSOD'ing and just shutting down points to the PSU). This (the PSU part) makes more sense to me than it being to do with dust etc, since it seems a more plausible explanation of why the fuse blew. The PC has no problems except when playing certain games: i.e. TERA Rising and WoW with add-ons (I think WoW is ok as long as I don't have more than 1 add-on (Healers Have To Die)). I'm just wondering if anyone knows or can suggest what I might be able to do to be able to play these games without this problem occurring. The PC's spec is this: Display: NVIDIA GeForce GTX 650 8GB RAM (6 available) Processor: AMD FX (tm) - 8120 Eight-Core Processor - 3.1 GHz, 4 Cores, 8 Logical Processors I have read on another post that forcing vsync in the Nvidia Control Panel helped with what seems could be a similar problem, so I plan to see if that solves it, God permitting. EDIT: I tried the Vsync thing, and it seems the situation may have improved, although this may be due to something else: i.e. maybe the PC was working harder yesterday, due to just having downloaded a few things or lots of things running. I'm still noticing the funny smell when playing TERA. It's not so much burning: it's more like glue. The smell might have had a burning element to it in the past, but I think it's always had a glue element. EDIT 2: the PSU is an 'ATX Switching Power Supply', Model E-500ATX. Other info it gives on the PSU is 230V, Current 10A and Frequency 50-60Hz. It also has some other info which I can supply if necessary. Putting the PC plug in the wall socket instead of the power strip seems like it might have reduced the load on the PC quite a bit: I think it sounds less stressed. it has been off for a while whilst I took the side panel off though, so I'll wait to see what happens before getting too excited. EDIT 3: hmm. So here's the latest: just playing TERA. The fan's running quite fast again. Hard to tell whether switching to the wall socket has made a difference in terms of strain on the PC: I don't know if one would expect it to. Still seems like it might have helped though. Oh and there didn't seem to be much dust in the PC, although I didn't disconnect any components. I'm still getting the glue type smell. ASIDE: reminds me of someone on a PC near me at the library once who was actually sniffing glue right there in front of everyone while on the PC and he started talking about how he was sniffing glue. lol. That's no joke. EDIT 4: So the questions now are: Question 1: Is the smell something I should sort out? (If so, how might I do this?) Question 2: is it necessary to take any steps to prevent blowing another fuse (and if so which step/s?).

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • How to check for mip-map availability in OpenGL?

    - by Xavier Ho
    Recently I bumped into a problem where my OpenGL program would not render textures correctly on a 2-year-old Lenovo laptop with an nVidia Quadro 140 card. It runs OpenGL 2.1.2, and GLSL 1.20, but when I turned on mip-mapping, the whole screen is black, with no warnings or errors. This is my texture filter code: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); After 40 minutes of fiddling around, I found out mip-mapping was the problem. Turning it off fixed it: // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); I get a lot of aliasing, but at least the program is visible and runs fine. Finally, two questions: What's the best or standard way to check if mip-mapping is available on a machine, aside from checking OpenGL versions? If mip-mapping is not available, what's the best work-around to avoid aliasing?

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  • Best way to setup multiple monitors?

    - by terrani
    Hello, I currently have 5 displays. The following is how I installed them. Three 19'' for workspace. One of them is connect directly to the graphic card via DVI. Two of them are using usb graphic adapters. One 720 projector - directly connect to the graphic card via DVI. One 30'' dell monitor - currently connect to laptop via VGA. I would like to connect 30' dell to my main computer. I do not game or use graphic applications. What would be my best options? I am thinking to buy two lower-performance ati or nvidia cards and install them as crossfire(???) or sli. Am I thinking correctly?

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  • Load Average runaway

    - by mewrei
    Is there any way to chase down lockups and runaway load averages? Every so often (pretty randomly) I'll get my load average spike up over 5 usually to around 10-15 and sometimes as high as 75 (dual core machine), and cause my system to lock for an indeterminate amount of time. The only thing I can possibly chase it to is using nVidia fakeraid (RAID-1) with JFS on top of that for my /home partition. Also I noticed that when my load averages spike, the power management system doesn't step up my processor speed from 1.6 to its maximum 2.13Ghz clock speed (not sure if this makes a huge difference with this problem). Any ideas?

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  • Hardware selection for Linux machine

    - by bguiz
    Hi, I am building a new box, and planning to install Ubuntu 9-04 or Ubuntu 9-10 on it. I am wary of the hardware selection because in the past I struggled with lack of drivers or driver incompatibility with the network card and video card, etc. The last time I built a Linux box was 2007, and I have not kept up to date with the changes since. One notable difference is that I can no longer find motherboards with nVidia chip sets. See what I mean (links to my local shop's website): Intel motherboards: http://www.centrecom.com.au/catalog/default.php?page=1&cPath=36_62 AMD motherboards: http://www.centrecom.com.au/catalog/default.php?page=1&cPath=36_63 I have already checked the Ubuntu forums, but their motherboards section is rather outdated, and I did not look further. I would like to know your suggestions for what Linux compatible hardware that you have got. Thank you!

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  • Netbook performance - 1.33 GHz vs 1.6/1.66 GHz Atom

    - by Imran
    All new 11" netbooks seem to carry 1.33 GHz Atom Z520 CPU instead of 1.6/1.66 GHz Atom N270/N280. The screen resolution of 11" netbooks make them very appealing, but I'm a bit concerned about their performance as they carry a slower CPU than the 1.6GHz Atom, which isn't a great performer in the first place. Is there any significant difference in performance between 1.33 GHz and 1.6/1.66 GHz Atom processors in day to day usage? Are any of those fast enough to decode 720p x264 video? (When paired with typical Intel GMA platform and software decoder like ffdshow/CoreAVC of course, not with Nvidia Ion platform)

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  • Win7 glass-like Aero feature - unable to enable

    - by user24752
    I have a 4 months old PC with Win7 Home Premium x64. Windows Experience Index is 5.4. Intel i5 processor 6GB memory nVidia GT220 video card. During games, Windows reported shortage of system resources, so switched the desktop back to "Windows 7 Basic" desktop theme. After game-over, I could switch back to the normal theme and enjoy all Aero eye-candies. However, lately the glass-like window transparency feature got disabled, and I found no ways to enable it again. There is a Troubleshouting option in Control Panel saying: "Find and fix problems with transparency and other visual effects". If I launch that, it does not find anything. Event viewer is full with the following warnings: The Desktop Window Manager is experiencing heavy resource contention. Scenario : The Desktop Window Manager responsiveness has degraded. Taskbar, window borders, etc, none of the other transparent features work, and I cannot turn them on. Any thoughts?

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  • Windows Vista Update Now Wont Boot Up

    - by thatryan
    My friend just updated her Windows Vista to service pack 1, or tried to. Now it wont boot up. Just black screen, some errors etc. I tried googling it and lots of people had this problem it seems. Anyone find a fix for it? I read somewhere I believe that Microsoft said to delete some files, Nvidia maybe? But I can not find that again, I forgot the exact error code I searched for before. Does anyone know what I am talking about? LOL Thanks guys.

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  • Windows Vista Update Now Wont Boot Up

    - by thatryan
    My friend just updated her Windows Vista to service pack 1, or tried to. Now it wont boot up. Just black screen, some errors etc. I tried googling it and lots of people had this problem it seems. Anyone find a fix for it? I read somewhere I believe that Microsoft said to delete some files, Nvidia maybe? But I can not find that again, I forgot the exact error code I searched for before. Does anyone know what I am talking about? LOL Thanks guys.

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  • Acer Aspire ASE700-UQ660A will not respond to power button

    - by Tim R.
    This is something of a continuation of this question. I am now completely unable to boot this computer. The last time I used it, I used hibernation mode. When I needed to use it again, it would not respond at all to the power button, keyboard, or mouse. I tried: Holding down the power button for 15 seconds pressing the power button Unplugging the power cord for 30 seconds, plugging it back in, and trying again Removing the motherboard battery for over a minute and reinstalling it Before removing the motherboard battery, none of the lights on the front of the computer lit up. After reinstalling the battery and plugging the power cord back in, the light behind the power button is constantly illuminated (without even pressing the power button), but there is still no response to the power button, no fans turned on, nothing else that would indicate that it is running. System: Acer Aspire ASE700-UQ660A (Specs should be all factory defaults except:) 4 GB RAM Nvidia GeForce 8600 GT with driver version 197.45 Windows 7 Professional 64 bit

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  • Macbook Pro suddenly lagging video playback + Flash sites

    - by Mathias
    I have a Macbook Pro, OSx Lion, Intel Core2 Duo, 4GB Ram, NVidia Geforce 8600M GT 128 MB Ram, Intel x25m SSD. Approximately 4 years old. I've been running Flash sites and playing videos without any problems for years. Then suddenly 3 months ago, a flash site like http://thefwa.com is lagging in all browsers. Even mouseover animations - anything. Also video playback in e.g VLC and Quicktime is now lagging. Same videos I used before, I tried installing an older version of VLC without any luck. Playing back video in VLC utilizes the CPU almost 100%, and Flash sites like thefwa.com easily takes up 50-60%. It's as if the hardware acceleration stopped working, or the GPU lost its magic. UPDATE: Same issues also occurred on Snow Leopard Has anyone experienced something similar, or do you know what might be wrong?

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  • Seeking glass lcd montiors with LED backlight

    - by dlamblin
    The only LCD monitors with glass fronts and LED back-lighting I can find are the ones by Apple. And they only sell a 24" one at 2.4x the price of any other 24" monitor at 1920x1200, and a 30" one, which honestly I can't put on my desk. Oh, and the 24" one uses a mini-display port plug only. So I'd be out of luck until there's display side adapter available. I am generally looking for a 16:10 or 4:3 rather than 16:9 monitor. It would be awesome if someone could find another, cheaper, monitor that isn't fronted by a plastic film, but rather with glass. It would be double awesome if said monitor was also 120hz so that I can use nVidia's 3D goggles. Update: One month and 16 days later I seem to not be the only one that can't find another glass based computer lcd monitor. LED backlighting is available though.

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