Some of you using glCapsViewer to upload reports for the OpenGL hardware database weren’t actually able to do so, especially those that wanted to upload reports from work or other places that needed special proxy settings to connect online. So after several requests I’ve added a new proxy settings window to the glCapsViewer that should allow those folks behind a proxy to also upload their reports.
Note that I only updated the windows and linux versions, as an external person has to compile the Mac OS X release (thanks to Apple for not allowing me to compile for their OS from e.
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glCapsViewer new database features
In addition to a new logo for glCapsViewer, I also worked on the database itself. Aside from fixing a problem with extension counts on the statistics page, making visual and practical changes to e.g. the report pages, I also added some features to the PHP-backed database :
Supporting percentage for extensions on the statistics page A new column showing the percentage of reports supporting the given extension was added. So you can now quickly look up how common an extension is amongst the reports in the database.
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Newton 2.35 (beta) headers uploaded
I’ve just got note that version 2.35 of the Newton Game Dynamics engine has been released, which is mainly a bugfix release as Julio is already working on a 3.00 release with lots of new features. And though I hardly get any time to do some coding I just took the time and updated the headers to the latest 2.35 (beta) release. As usual, you can grab them here.
2011 - Final posting
So here we are again, another year is coming to an end and though 2011 wasn’t a very good year, it’s ending even worse than I could’ve imagined. A recent (14th december) personal loss of a very close relative (don’t ask for details, the internet is not the right place to discuss personal stuff) has caused a drastic change to my personal situation. It’s not that I wasn’t prepared for it, but still this was pretty much unexpected and the timing of this event is alos pretty bad with the year ending and a lot of stuff left to do.
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"Phase 2" - November work-in-progress video
I’ve just uploaded a new work-in-progress video from my current version of Projekt “W” - Phase 2. It’s been some time since my last posting on “Phase 2”, and though I didn’t have that much time to work on it I still got a lot of stuff done, and what’s better than showing screenshots of that new stuff? Correct, showing an HD video of it :
As you can see I (once again) redid the whole user interface.
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glCapsViewer - Mac OS X version
Thanks to the kind help of damadmax (a user from the delphigl.com forums) I can now also offer a Mac OS X version of glCapsViewer, so all you mac users out there can now start submitting your reports. With Mac OS X now also available the most common operating systems are covered, so hopefully the OpenGL capability database will grow into a valuable source for all OpenGL developers out there.
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glCapsViewer 0.5 + SQL database
I’ve just released version 0.5 of glCapsViewer, and though the tool itself doesn’t seem that much different from 0.4, the real difference is in what’s behind it. Cause I’ve dropped the simple PHP listing (and searching) of uploaded XML files in favour of a real SQL database. This is not only much faster but allows for a lot of new features, and one these first new features (and propably one of the most important) is the possibility to compare (up to eight) reports in a single page.
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glCapsViewer - OpenGL capability viewer + online database
If you’re creating OpenGL apps (no matter if games, apps or demos) that you want to distribute, you often get error reports from user with the oddest things happening on their systems. Recently I distributed a benchmark for “Phase 2” to some people and after hours of trying to get it working for everybody I noticed that some of the testers had graphics cards that supported shaders (vertex and fragment) but no framebuffer objects, a pretty odd combination.
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Color selection, FBOs and traditional render-to-texture
In what happens to be a rarity nowadays you’ll now get exactly what you could guess from the caption of this posting. I’ve been working on those three things yesterday and today and thought I might share some of my experience implementing color selection the right way into a complex user interface.
Those of you that coding apps/games/whatever using OpenGL might know that the old selection functionality of OpenGL (which wasn’t that bad at all) is a no-go nowadays, mainly due to the fact that it’s done in software for some time now by all big graphics cards vendors and therefore sadly disqualifies it for a realtime usage.
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Secret agency and some icons
As already told (countless times I guess now) I’m still working on the new GUI but I’m making good progress. Only one window needs to be transitioned over to the new GUI before I can call this milestone done and move over to work on other stuff like adding content and functionality. My current plan is to have a version with the new GUI and all features (only one feature of “Phase 2” is missing) done that I can release for public testing by this yeas end.
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