"You cannot strengthen the weak by weakening the strong. You cannot help the wage-earner by pulling down the wage-payer. You cannot help the poor by destroying the rich. You cannot help men permanently by doing for them what they could and should do for themselves."
- Abraham Lincoln
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Small appetizer
Wednesday, December 4, 2002 | Permalink

Remember my GameEngine demo from early this year? Well, I've been from time to time working on a new and improved version for a while. Today I implemented shadows using the method in my "shadows that don't suck" demo, and the results are pretty promising. No downloads today though, it's not done yet.

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Linux demo galore
Tuesday, December 3, 2002 | Permalink

So my framework is up and running in Linux. All previously released demos based on the newest framework that doesn't require rendering to texture works (I'll fix the others when a GLX_ARB_render_texture extension gets available). That's five demos in total, namely,

These can now be downloaded and run on Linux. A linux executable is included, but some of you might be interested in grabbing the framework source and compile it yourself. All demos include a Makefile for the g++ compiler. You will need to have libpng and libjpeg installed, unless you defined NO_PNG and NO_JPEG respectively, but then make sure the demo don't use .png or .jpeg files.

Settings will be stored in your home directory in a .humusdemos file (notice the dot). I haven't implemented any fancy GUI for select resolutions and stuff yet, so you'll have to manually configure it if you want to change resolutions or other parameters. You can though change windowed window size and toggle fullscreen etc just like in windows.

I have added convenient icons to show which OS' the demos run on:


Enjoy!

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Server downtime
Sunday, December 1, 2002 | Permalink

There were some downtime because of a server maintainance. Added some RAM, plus reinstalled the whole thing because there were some configuration problems relating to the new CPU (well, newer at least ) and mobo we have run it on for a while.

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The penguin strikes back
Saturday, November 30, 2002 | Permalink

Guess what this is?

Yup, that's my Infinite Terrain demo running in Linux.
The important stuff has now been ported, there's some fine tuning left to be done, but now it's very functional and behaves very similary to the windows version. So in the not too distant future I'll update some of my demos with Linux versions, and of course include an appropriate Makefile for the g++ compiler.

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Site updates
Tuesday, November 26, 2002 | Permalink

I have now removed UniTuner from this site. It's officially dead now.
I also removed the "Drivers and Utilities" section. It's very limited contents was pretty old and useless; I don't think anyone will miss it.
I have done some other minor tweaks to the site too.

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The framework linux port project
Monday, November 25, 2002 | Permalink

I've been working for a while now getting my framework to compile under Linux with g++. I have come a long way already, in fact most of the really important stuff has already been ported. The renderer works fine, except rendering to texture is not implemented for Linux because there's no GLX version of WGL_ARB_render_texture yet. Basically, only the base application has yet to be defined.
The math stuff compiled just fine with g++ without change. The imaging stuff made some resistance, but wasn't too hard to convince to compile, lot of warnings but usually easy to fix. The renderer was a little troublesome, but I eventually got it all figured out. The extension library caused some major clashes with the glext.h file that automatically gets included in the gl.h header in Linux and a few other aspects of the Linux version of this file. A few small hacks and that was mostly solved though.

I must say I'm impressed by the quality of the g++ compiler. It may be a little more sensitive and generate more warnings, but that's just great really, it helped me find errors in my code MSVC never complained about, like returning NULL from a bool function without a cast. Overall my code got a little cleaner after letting g++ state it's opinions.

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Another step towards death
Monday, November 25, 2002 | Permalink

So I'm officially old now. Became 23 today.
Don't spam my email account with "happy birthday" now, ok? Already got enough such spam at ICQ.

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The ATi Linux driver
Sunday, November 24, 2002 | Permalink

ATi has taken a large step forward in terms of Linux support in my eyes with the new drivers from a few days ago. I had severe trouble with the previous Linux driver and never got it to work, with this driver however I got it up and running quite soon with little trouble. I'm posting this news from within Mandrake Linux 9.0 now and have runned a variety of 3d applications and have had success in every case. Heh, btw, Tux Racer rox.
In terms of extension support this driver seams to support pretty much everything that the Windows driver does. The complete list of the glGetString(GL_EXTENSIONS) return is:
GL_ARB_multitexture
GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array
GL_S3_s3tc
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_multisample
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_program
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_polygon_offset
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_texgen_reflection
GL_NV_blend_square
GL_NV_occlusion_query
GL_SGI_texture_edge_clamp
GL_SGIS_texture_border_clamp
GL_SGIS_texture_lod
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SUN_multi_draw_arrays

I suppose there's some kind of counterpart to the wglGetExtensionString() call in Linux for GLX specific stuff, but I'm still a newbie in this, but expect some Linux demos in the future. I'm not sure how much effort I'll need to put into convincing my framework to run in Linux, but it won't be a quicky.

[ 1 comments | Last comment by yalmar (2005-04-29 13:06:46) ]

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