RenderingPipeline

from geometry to pixels

Code

Hacking 3D Touch Support into SDL2

I was playing around with SDL2 recently as it allows for simple cross platform development between desktop OSes (Linux, Windows, MacOS X) and even Android and iOS. Not using the native APIs has the disadvantage that new features are not available instantly and this is also the case for 3D Touch (aka ForceTouch) of the […]

 

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OpenGL debugging with KHR_debug

Debugging OpenGL has always been a bit painful. In most cases an OpenGL error will just result in the offending call being ignored (unless the problem was too little memory, in which case anything could happen). To get informed of the problem, the application had to query an error number for OpenGL to get the […]

 

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Adding analog inputs to your graphics app

When prototyping graphics applications it doesn’t take long until you want to control some parameters during runtime. Using the keyboard is often the first candidate as getting keystrokes is very easy for most toolkits used in graphics like GLFW or GLUT. But it doesn’t take long until the number of keys it so large that […]

 

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GLSL Syntax Highlighting for TextWrangler & BBEdit

I hacked together a very simple codeless language module for TextWrangler (also compatible with BBEdit) for GLSL shaders. It is much simpler than the Kate/QTCreator highlighting and only highlights GLSL version 430 (core profile) but it’s better than nothing (In case you are writing shaders for OpenGL ES 3.0, or OpenGL 3.0 – 4.2 it […]

 

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GLSL Syntax Highlighting for QTCreator (and Kate)

The syntax highlighter in QTCreator for GLSL shaders is currently far from ideal: It’s basically stuck at OpenGL 2.1. If you write shaders for OpenGL 3 (and later) or OpenGL ES 3, you will see a lot of red marks indicating errors in your code simply because QTCreator doesn’t know the latest keywords. On the […]

 

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MacOS X OpenGL driver bugs

Once in a while I run across a bug in Apples OpenGL implementation. Providing an up-to-date and performant OpenGL implementation is not an easy task, and you have to wonder why Apple tries to do this on there own and not letting Intel, NVidia and AMD provide the drivers as they do on Windows and […]

 

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CUDA Info

I just needed a simple app to see what CUDA version is installed on a remote machine and what the GPU is capable of. My trivial solution compiles with nvcc -lcudart cudainfo.cu -o cudainfo and only consists of one file:   #include <iostream>   using namespace std;   void printDeviceProperties( int deviceNumber, cudaDeviceProp deviceProperties ) […]

 

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Photoshop Blendmodi in GLSL

I once wrote a texturing tool in which you could paint on a 3D model on multiple layers. These layers were composing the final texture just as you know it from photoshop, complete with alpha, opacity slider and: blend modes. these blend modes are quite simple to implement and it can be useful to use […]

 

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