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Re: Shaderjoy 1.18
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2007/7/14 21:30
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@kas1e

Thanks! I will get back to the path issue before next release. Maybe even the flipping but it will be time-consuming.

...And there are some things missing like cubemaps, better code editor and then those ones that would take it beyond Shadertoy like screensaver/Candi features...

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Re: Shaderjoy 1.18
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@Capehill

Localization maybe

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Re: Shaderjoy 1.18
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@Capehill
While making another video about some recent Amiga Book (called Amiga in Pixels, just about some stuff from the past), find out that for a first book mentions modern Amigas too, such as x1000, and for a second it shows some old well-known effects done on old Amigas and funny enough I use the same kind of effects from in form of Shaders from ShaderToy when doing test ShaderJoy :)

Probably will be funny to see how it looks like when effect in the book described stuff of 30 years ago, and the same effects on modern Amigas, just now in shaders :)

https://youtu.be/rE0VgnDFMEA?t=65

Watch out from 1:05

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Re: Shaderjoy 1.18
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@kas1e

Cool. When I look to the left I can see the same book in shelf, above "OpenGL SuperBible" and between stacks of Retrogamer and Retro Rewind magazines ;)

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Re: Shaderjoy 1.18
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2009/6/11 2:19
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@kas1e

Cool vid :D

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Re: Shaderjoy 1.18
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@kas1e

Quote:
Amiga in Pixels, just about some stuff from the past

This one is actually pretty good. One of the best retrospective books about Amiga in my collection.

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Re: Shaderjoy 1.18
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2006/12/2 23:57
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Posts: 819
@kas1e
You video is awesome. Especially when it runs one of the most demanding demo with 3 shaders at the back, with problems, that was mind blowing.

Thanks for making this.

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Re: Shaderjoy 1.18
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I found some freeze issue but cannot get a complete stack trace (I see something logged "Kernel.." but it's cut right after beginning).

1) Enable FLOATTEXTURE via icon
2) Load example project file with 4 shaders
3) Toggle from window to fullscreen
4) System freeze, at least here

I have a Radeon HD. Can somebody confirm the freeze? How about Radeon RX?

EDIT: solved. Issue was RadeonHD.chip v3.6. Freezing is solved with RadeonHD chip v3.7. Thanks kas1e.


Edited by Capehill on 2021/2/5 19:39:01
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Re: Shaderjoy 1.18
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@Capehill
Doing that:

1). enable FLOATTEXTURE via icon
2). run shaderjoy
3). drag&drop file "project_test.sjp", so 4 shaders working.
4). dblclick to fullscreen: ok
5). dblclick to window: ok

That on RadeonRX. May test on RadeonHD 3.7 if you want (your ones 3.7 one, right?)

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Re: Shaderjoy 1.18
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@kas1e

I have RadeonHD.chip 3.6.

I can understand if you don't want to modify your hardware right now, maybe someone else can try it :)

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Re: Shaderjoy 1.18
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@Capehill
Quote:

I have RadeonHD.chip 3.6.

I can understand if you don't want to modify your hardware right now, maybe someone else can try it :)


Everything which helps ShaderJoy development and fixes worth of :) Hope the next batch of fixes will be about those paths issues in project files :)

So installed my RadeonHD and firstly test with v3.7: no freeze.

Switch to version 2.22 of RadeonHD: freeze with a white screen and nothing on serial.

Switch back to version 3.7: no freeze.

Anyway, strange that you have the 3.6 version because 3.7 is a must: it fixes some freezes issues related to GPU memory handling, so it is a must. I scream about everywhere, when people say they have 3.6 and something freeze on them or not works. There were really some nasty issues fixed (even if mostly related to handling 256MB barrier on x5000, it seems indirectly fix some other freezes).

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Re: Shaderjoy 1.18
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@kas1e

EDIT: removed nonsense.


Edited by Capehill on 2021/2/5 19:42:18
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Re: Shaderjoy 1.18
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@Capehill
But it is released already in public, a year or 1.5 years ago :) I was one to beg Mattew to do so because it all relies on the ports I do which need more than 256MB of GPU memory, and because of which on 3.6 all freezes on x5000. So Hans fixes it in 3.7 and it was released about 1.5 year ago via updater.

If you fire up the updater, you will see that RadeonHD.chip(V3) offered of 3.7 version. See (and check changelog too) (click open in new tab for full-size):

Resized Image




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Re: Shaderjoy 1.18
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@kas1e

Hmm.. oops? My bad, missed it somehow! :) Will try to fetch it..

EDIT: fixed, had v3.7 on another partition. Argh.

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Re: Shaderjoy 1.18
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@Capehill
Found funny pinball on shaders: https://www.shadertoy.com/view/MdyGWG

multipass, but just mainimage + buffera + one texture. It uses arrows left/right + space to restart. Through, despite keyboard control, it just freezes when I load up buffera.frag :(

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Re: Shaderjoy 1.18
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@kas1e

Quote:

multipass, but just mainimage + buffera + one texture. It uses arrows left/right + space to restart. Through, despite keyboard control, it just freezes when I load up buffera.frag


Same here. If I remember correctly, its code didn't have eternal loops like some other shader had.

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Re: Shaderjoy 1.18
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@kas1e

that's cool Amiga style

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Re: Shaderjoy 1.19
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Version 1.19:

- Add screenshot support.
- About: display RadeonHD/RX.chip version.
- Improve double-click toggling (reset timer on toggle).
- Use hard-coded alpha value of 1.0f.
- Refactor channel management internally.
- Treat project file location as a secondary path when looking for shaders.
- Work on audio support internally (not finished).
- Compiled with GCC 10 - thanks to all people working on the compiler!

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Re: Shaderjoy 1.19
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@Capehill
Cool ! While starting test it , can you brng some more info about "- Treat project file location as a secondary path when looking for shaders." , is it fixes so paths now taken by default from directory where shaders placed ? I.e. if i put them to RAM: and dbl-click on shader, than full path for buffer/common shaders will be taken from RAM:, and textures will be taken from shaderjoy's directory where textures placed, that correct ?

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Re: Shaderjoy 1.19
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@kas1e

It's quite simple: it takes the path part of the SJP file and tries to search the shaders inside that dir. I guess there will be still failures but it should be better than in 1.18.

EDIT: I noticed on the last moment that if your SJP file contains spaces in the path (like "RAM Disk:") it doesn't work , but "RAM:" should.

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