Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
In 1968 Shirley Chisholm became the first Black woman elected to the United States Congress. In 1972 she launched a campaign for the Democratic presidential nomination, breaking another political barrier.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
| HLSL2GLSL | |
|---|---|
| Developer | various[1] |
| Type | CGI tool |
| License | BSD License[1] |
| Repository | |
HLSL2GLSL is a command line tool and a library that translates shaders written in High Level Shader Language (HLSL) for Direct3D 9 into the OpenGL Shading Language (GLSL).[2]
HLSL2GLSL was originally released by ATI Technologies under a BSD License. The last release was v0.9 from 2006. HLSL2GLSL is not part of GPUOpen.
The project was forked in 2010 to fix issues and add features like OpenGL ES support.[3] It is now used by Unity[4] and OGRE to translate Cg/HLSL shaders into GLSL for mobile platforms.[5]
The project has been criticized for generating low-quality, bloated code. At the XDC2014, Matt Turner pointed out that many benchmark examples in Mesa's shader-db are generated by conversion and of poor quality.[6]
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
HLSL2GLSL is a command line tool and a library that translates shaders written in High Level Shader Language (HLSL) for Direct3D 9 into the OpenGL Shading Language (GLSL). HLSL2GLSL was originally released by ATI Technologies under a BSD License. The last release was v0.9 from 2006. HLSL2GLSL is not part of GPUOpen. The project was forked in 2010 to fix issues and add features like OpenGL ES support. It is now used by Unity and OGRE to translate Cg/HLSL shaders into GLSL for mobile platforms. The project has been criticized for generating low-quality, bloated code. At the XDC2014, Matt Turner pointed out that many benchmark examples in Mesa's shader-db are generated by conversion and of poor quality.
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. It was developed alongside the Cg (short for C for Graphics) shading language from Nvidia. Early versions of the two languages were considered identical, only marketed differently. Although Cg and HLSL share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units. Two main branches of the Cg/HLSL language exist: the Nvidia Cg compiler (cgc) which outputs DirectX or OpenGL and the Microsoft HLSL which outputs DirectX shaders in bytecode format. Nvidia's cgc was deprecated in 2012, with no additional development or support available. HLSL shaders can enable many special effects in both 2D and 3D computer graphics. The Cg/HLSL language originally only included support for vertex shaders and pixel shaders ("fragment" in GLSL). A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors. When a group of vertices (normally 3, to form a triangle) come through the vertex shader, their output position is interpolated to form pixels within its area; this process is known as rasterization. DirectX 10 (Shader Model 4) and Cg 2.0 introduced geometry shaders. This shader takes as its input some vertices of a primitive (triangle/line/point) and uses this data to generate/degenerate (or tessellate) additional primitives or to change the type of primitives, which are each then sent to the rasterizer. DirectX 11 (Shader Model 5) introduced compute shaders (GPGPU) and tessellation shaders (hull and domain). The latter is present in Cg 3.1. DirectX 12 (Shader Model 6.3) introduced ray tracing shaders (ray generation, intersection, any hit / closest hit / miss). D3D11.3 and D3D12 introduced Shader Model 5.1 and later 6.0.
vvvv (German pronunciation: [faʊfiːɐ̯] = "Vau Vier" or "v4") is a general-purpose digital toolkit with a special focus on real-time video synthesis and programming of large media environments with physical interfaces, real-time motion graphics, audio and video. vvvv uses a dataflow approach and a visual programming interface for rapid prototyping and developing. Applications written in vvvv are commonly called patches. Patches consist of a network of nodes. Patches can be created, edited and tested while they are running. Patches are stored on the disk in standard XML format. vvvv is written in Borland Delphi, and plugins can be developed in the .NET Framework in C#. Most nodes handle data in a one-dimensional array of values, called Spreads. In addition to traditional vector algebra, this allows programming of particle systems, as also rendering nodes and deal with arrays of values accordingly. If an operation has to deal with arrays of different lengths, the shorter array gets repeated to fill up the larger. vvvv includes a feature it calls boygrouping, where one computer controls a number of slave computers to operate in parallel, with all programming and editing done on the master computer. The toolkit has the ability to work with HLSL shaders which are written in their common textual form but are embedded in the data flow language and are instantly compiled and uploaded as soon any part of their source code is changed. With a focus on video synthesis and processing, vvvv beta uses the toolkit DirectX and, as such, is available for Microsoft Windows systems only, although it is known to run stably under Parallels and VMware Fusion. vvvv currently supports DirectX 9 (including PS 3 and VS 3 shader techniques) and DirectX 11. In April 1, 2020, vvvv gamma, a new version of the software, reprogrammed from scratch, was publicly released. vvvv was initially developed by the Frankfurt-based media collective MESO as an in-house tool for their own projects, but was then released. vvvv is now maintained by the VVVV group. vvvv beta and vvvv gamma are free for non-commercial, educational and evaluation use, based on their "T.R.U.S.T. model", and are available for download at its websites. Any commercial use requires a license.
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains many commands for 3D computer graphics rendering; however, since version 8, Direct3D has superseded the DirectDraw framework and also taken responsibility for the rendering of 2D graphics. Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards. Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real-time 3D applications and is typically only used for debugging. A new real-time software rasterizer, WARP, designed to emulate the complete feature set of Direct3D 10.1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower-end 3D cards on multi-core CPUs. As part of DirectX, Direct3D is available for Windows 95 and above, and is the base for the vector graphics API on the different versions of Xbox console systems. The Wine compatibility layer, a free software reimplementation of several Windows APIs, includes an implementation of Direct3D. Direct3D's main competitor is Khronos' OpenGL and its follow-on Vulkan. Fahrenheit was an attempt by Microsoft and SGI to unify OpenGL and Direct3D in the 1990s, but was eventually cancelled.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Brown v. Board of Education in 1954.