Pimp My Spaceship . . . the Cost of Flat to Faux Spaceship Conversion
The perfect example of why obsession is bad? It made this guy broke financially but something tells me it was very personally fulfilling for him to pull this 0ff. Gratz!
Pimp My Spaceship . . . the Cost of Flat to Faux Spaceship Conversion
The perfect example of why obsession is bad? It made this guy broke financially but something tells me it was very personally fulfilling for him to pull this 0ff. Gratz!
Digital Television, Part 1: Making Sense of it all - Engadget
The time is coming here in the US when we’ll be forced over to DTV. Copy protection is the real important part, gleaned over by the promise of a better picture.
Don’t forget the US government stands to make over $10 Billion from the sale of the analog frequency range. Read the article below for more information . . .
Digital Television, Part 1: Making Sense of it all - Engadget
Cato Unbound » Blog Archive » The Gory Antigora: Illusions of Capitalism and Computers
This one hurt my brain. Quite good though, a discussion involving the high level global strategies and outcomes of such players as Google, Wal-Mart and more.
Cato Unbound » Blog Archive » The Gory Antigora: Illusions of Capitalism and Computers
Found this in a forum . . . been searching for a site that actually compares many open source cms systems. I haven’t looked at it much yet but it looks explanatory at first glance.OpenSourceCMS - Home
glsl.vim - Syntax file for the OpenGL Shading Language GLSL GLSlang : vim online
Here’s a useful tool for The OpenGL Shading Language, it’s a syntax highliter for vim with reserved keyword recognition that will help prevent writing non portable shaders.glsl.vim - Syntax file for the OpenGL Shading Language GLSL GLSlang : vim online
FORTUNE: Congress botched digital TV - Jan. 4, 2006
More news regarding the approaching digital only deadline. Keep in mind at this point you will not only be able to watch digital content, you will be required to adhere to strict measures being put in place to prevent you from doing many things you now take for granted. For example, your PVR will have time limits set for how long it can save content, you will be unable to connect analog devices to your television to record shows you like for later viewing, etc.
FORTUNE: Congress botched digital TV - Jan. 4, 2006
Internet News Article | Reuters.co.uk
As if Satellite radio needed any more competition. I certainly hope things go the way of Rhapsody/Napster!
Internet News Article | Reuters.co.uk
Portable GLSL Shaders for FBO HDR example from Delphi3D
Well, it’s been awhile since I meandered on over to Tom Nyuden’s Delphi3D OpenGL tutorial page. A few months ago a demo was posted that carried Tom’s usual statement that the application would likely only work with NV 68xx + graphics accelerators.
The ARB made a decision to choose GLSL over Cg as the supported high level shading language, beginning with the introduction of ARB_vertex_shader and ARB_fragment_shader OpenGL API extensions. When NVIDIA released a compiler, it did so with a quite interesting set of
. . .
const float weights[] = {
1.0000,
0.9394,
0.7788,
0.5697,
0.3678,
0.2096,
0.1053,
0.0467,
0.0183,
};
. . .
. . .
const float weight0 = 1.000;
const float weight1 = 0.9394;
const float weight2 = 0.7788;
. . .
. . .
float weights[9];
weights[0] = weight0;
weights[1] = weight1;
. . .
//as written
. . .
vec4 color = texture2D(t_hdrimage, gl_TexCoord[0]) * weights[0];
. . .
//corrected
. . .
vec4 color = texture2D(t_hdrimage, gl_TexCoord[0].xy) * weights[0];
. . .
//as written
. . .
for (int i = 1; i < = samples; i++)
{
offset = blur_offset * i;
. . .
//corrected
. . .
for (int i = 1; i< =samples; i++)
{
offset = blur_offset * float(i);
. . .
//as written
vec4 tc;
vec4 offset;
. . .
tc = gl_TexCoord[0] + offset;
color += texture2D(t_hdrimage, tc) * weights[i];
. . .
tc = gl_TexCoord[0] - offset;
color += texture2D(t_hdrimage, tc) * weights[i];
. . .
//corrected
vec4 tc;
vec4 offset;
. . .
tc = gl_TexCoord[0] + offset;
color += texture2D(t_hdrimage, tc.st) * weights[i];
. . .
tc = gl_TexCoord[0] - offset;
color += texture2D(t_hdrimage, tc.st) * weights[i];
. . .
Parsing fragment shader ‘f_blur.glsl’….
Failure.ERROR: 0:33: ‘texture2D’ : no matching overloaded function found
ERROR: 0:33: ‘=’ : cannot convert from ‘float’ to ‘4-component vector of float’
ERROR: 0:42: ‘*’ : wrong operand types no operation ‘*’ exists that takes a left-hand operand of type ‘uniform 4-component vector of float’ and a right operand of type ‘int’ (or there is no acceptable conversion)
ERROR: 0:46: ‘texture2D’ : no matching overloaded function found
ERROR: 0:50: ‘texture2D’ : no matching overloaded function found
ERROR: 5 compilation errors. No code generated.Parsing fragment shader ‘f_blur.glsl’….
Failure.ERROR: 0:42: ‘*’ : wrong operand types no operation ‘*’ exists that takes a left-hand operand of type ‘uniform 4-component vector of float’ and a right operand of type ‘int’ (or there is no acceptable conversion)
ERROR: 0:46: ‘texture2D’ : no matching overloaded function found
ERROR: 0:50: ‘texture2D’ : no matching overloaded function found
ERROR: 3 compilation errors. No code generated.Parsing fragment shader ‘f_blur.glsl’….
Failure.ERROR: 0:46: ‘texture2D’ : no matching overloaded function found
ERROR: 0:50: ‘texture2D’ : no matching overloaded function found
ERROR: 2 compilation errors. No code generated.Parsing fragment shader ‘f_blur.glsl’….
Success.
In closing, I am extremely appreciative of the contributions Tom has made to the OpenGL community with his site, Delphi3D. I hope that he continues to release demos, and that given this post is able to appreciate the importance and simplicity of providing aspiring developers of programmable graphics well formed portable code to learn from.
I must also say that this posting - along with all other posts done on this site, are done on my own time and are of my own opinion.
No problem at all. Byte quantities are measured in powers of 2 - KB = 1024, MB = 1024^2, and so on. The only reason for confusion is that disk manufacturers play fast and loose with the facts, using powers of 10 and gaining 5% on paper. Creating a new term . . .
I just find these arguments hilarious. It gets even better when you intermingle video/pixel speak. Like what’s a pixel? If it’s 8 X 8 would that not imply binary quantization? Shouldn’t a megapixel be base 2 - implying a 1024X1024 display would be 1 megapixel? Or would it be 1.1 megapixel? It depends if you’re in engineering or marketing . . .
/. is just brilliant . . .