My GeForceFX 5800 (oddly enough I can only find reviews of the Ultra-version) doesn’t expose floating-point textures / rendertargets. Most odd. On another note (and with a much higher embarassment-factor): Me and someone else at Dawn2Dusk (and neither is looking quite happy). ^_^
Category Archives: tech
Io, shorter than Lua
Small, nicely designed (but still a bit immature), easily embeddable, small, object oriented scripting language: Io.
No reaction
I’ve been thinking about relicensing the wavelet-code under the zlib-license… Anyone interested enough in that to be worth doing?
Player at Heart
Spent too much money on a GameCube (and games) as well as a USB-stick.
Wavelet Fixes
*Small bug fixed (decidedly non-power-of-2 images sometimes had important wavelet-coefficients zeroed out). Thanks, Christian Lange!*
Wavelet code updated to version 2.5.2 (including source). Improved the quantiser-selection for bit-limits (i.e. file-size) a LOT (was a bit stupid before – I only optimised for the smallest difference in maximum and minimum mean square error) -> much better results for same size, changed compile-settings slightly (should be faster) and added a bitplane / quantiser display to the GUI. Get it here!
Nvidia pays Strippers
Had a great time at Nvidia’s Dawn to Dusk conference (I really hope they don’t get around to putting up some of the more embarassing photographs…). Although some of the talks were slightly modified versions of presentations given earlier, most of them were still very interesting (Kevin Bjorke’s talk on cinematic effects and the one on technology used in their demos by Tristan Lorach to mention a few)…
They let me in?
Looks like I’ve gotten a place at NVidia’s European Developer Conference Dawn to Dusk… Lucky! ^_^
