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...
View ArticleCUDA 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...
View ArticleMacOS 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...
View ArticleGLSL 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...
View ArticleGLSL 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...
View ArticleAdding 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...
View ArticleOpenGL 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...
View ArticleHacking 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...
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