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1k raytracing

Started by taj, February 10, 2008

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benny!

@taj:

:clap: awesome work. Runs very smooth here.
(GeForce 76ooGT - AMD Atholon 64 X2 Dual).

The colors fits definately to the name and wants me
to buy a loooot of chocolate. Damn - and I wanted
to lose pounds before summer  ::)
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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zawran

Runs 100% smooth without any problems at all and the color is fine. ( QuadCore 2.4ghz, Nvidia 8800GT SLI )

taj

OK thanks for testing guys, I've uploaded to Pouet and Intro Inferno. Phew glad that one is dnoe, actually started it in November!
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Shockwave

That runs like a dream :)
I think it's your best 1kb ATI X1650
Shockwave ^ Codigos
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taj

#24
Thanks shockie. I tend to agree - its certainly the most compressed with the biggest shader. I also worked very hard on colours here. Also found a new trick for passing a timer into the shader that saved valuable bytes. All in all I am quite satisfied with the result.


Oh I just did a video for people without PS3.0 cards...
http://www.youtube.com/watch?v=au1j1hV9H5U
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Voltage

Great work taj, very impressive. 1k real time sexy raytracer = envy

Runs at about 40-50fps (guess), and looks very nice.

NV 7300

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taj

Thanks Voltage. The reception on pouet has been good too so I'm very pleased. Thanks for the CDC shockwave ;-).

Taj
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Shockwave

Quote from: taj on February 29, 2008Thanks for the CDC shockwave ;-).

It's me who thanks you for another great intro :)
Shockwave ^ Codigos
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Rbz

Runs fine here, another great work  :goodpost:

Did it use Directx or OpenGL ?
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taj

#29
Quote from: rbraz on March 01, 2008
Runs fine here, another great work  :goodpost:

Did it use Directx or OpenGL ?

What a great question! Initially I coded it in OGL and it was too big so I recoded in D3D ... and it was even bigger. Now I know my coding in D3D skills are 1/10 but nontheless it was bigger. The reason was OGL may have to bring in extensions but it has: glRect. I couldn't find any tiny equivalent in D3D, even after asking on this forum, that would fill the screen so I had to define a quad with four points using floats. Setting up D3D is bigger than OGL which is ... er nothing. In all, I couldn't find much difference.

Now heres a kicker. It was the case that ATi require a vertex shader to set glFragCoord correctly. It turns out that February 13th 2008 drivers from ATi seem to cure this problem. At least they do on my card. So it should be possible now to get the OGL framework down in size.

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Rbz

Great news, I too still believe in Opengl glsl, and that's why I bought a book about glsl last week
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taj

Quote from: rbraz on March 01, 2008
Great news, I too still believe in Opengl glsl, and that's why I bought a book about glsl last week

lol isnt it sad Rbraz that we can get excited about saving 20 bytes :-). Once you add glsl to your asm skills, I'm going to have learn asm !
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