Here come seven more, until I run out:
- The game Saboteur on the PS3 appears to be performing antialiasing by using MLAA. This is great to know that some form of MLAA is both fast enough and high enough quality to be usable in a commercial product. I found it interesting that it is used only in the PS3 version of the game.
- The free glslDevil OpenGL shader debugger has recently been updated. Pretty cool (though maybe not so happy for content providers): you don’t even need the source code to debug into the shaders.
- There is a new site dedicated to OpenCL and CUDA programming: gpucomputing.net. It is focused on university research efforts, and has some heavy-hitters in the research community involved. Just begun, not a lot there yet, but you could always subscribe to the blog.
- Here’s a short little article on texture atlassing. If you want a bit more information, read Ivanov’s article on this topic on Gamasutra, published some years ago. For even more detail, NVIDIA’s white paper is helpful. My point: if you don’t know about texture atlassing, you should. Read one of these three and check it off your list.
- Getting the X,Y coordinates of a pixel for a post-processing pass is typically done one of two ways: texture coordinates or using VPOS. This short article gives the details.
- You’ll note the previous two entries came from the new blog/site gamerendering.com. There are plenty of other short articles here, most with code snippets or links to other sites. That said, I’ve asked the admin for a little more attribution of sources, e.g., the figure from our book here. Hopefully fixed by the time you see it…
- This shader code is truly amazing (from easily my favorite graphics blog).