This is an old demo I’ve radically updated. Way back when I built an image distortion demo in Macromedia Director lingo (ran about 0.1fps) . This version is built in a GLSL vertex shader (runs 90fps).
If you have an OpenGL 2.0 capable Mac:
Download RTWarp
Try opening a 640×480-ish sized image.
Continue reading ‘RTWarp - Hyperbolic Geometry Demo’
Lately I’ve been spending some time learning GLSL shaders. I’ve managed to coerce fragment shaders to act as sort of pseudo geometry shaders. I do this by loading an array of vertexes into a float pixel buffer and use it as both a texture and a destination FBO for the frag shader. The result is pretty good. With async readback via PBO, I can push around 16k particles on my 128MB X1600 with little to no CPU load. I like it.
Continue reading ‘RTSwarm - Vector Fields on the GPU Demo’
Well, it’s been a month now. My Wolly Bully sofa is performing pretty well and there seems to be no more surprises. But, what an ordeal it was.
There is an egregious problem with the management and logistics at Black Sea Gallery. For a furniture retailer, their performance rates abysmal. But the problem doesn’t lie in the salespeople. It doesn’t lie with the delivery and warehousemen. It’s deeper than that. And, while it’s easy to blame all the people on the train to screwed-over-ville, it’s important to recognize who built the tracks. My experience was a bad one; it was partly my fault for not researching, but these events were certainly out of the normal range of bad I’ve witnessed in the past.
Continue reading ‘Black Sea Gallery Deserves to go Out of Business’
Recent Comments