Provides a full description of the Intel's Ct technology code samples and instructions on how to build and run them.
graphics
3D Studio: Naming Convention Tips
I have been using 3D Studio since the DOS version in the 90’s. I have developed some time saving, and sometimes project saving procedures I would like to pass along here. Now I do currently use an older version of 3D Studio so improvements in performance and crashing issues have more than likely improved, but just the same these tips are good to implement.

1. When saving a project, do your own incremental saves.

1. When saving a project, do your own incremental saves.
Free Webinar: "Intel's Software Assessment Tools" 2/10/10 9amPT
Is your software optimized to run on Intel architecture? Do you know if there are any tweaks that can be made to make the user experience even better for your customers? Intel Software Assessment Tools allow you to easily assess your code on Intel Graphics and multi-core, and in this webinar you'll learn all about the tools including how to use them, the benefits, and the introduction of two new tools: the Intel® Graphics Checker and Intel® Concurrency Checker.
Interview: Nanhai Zou, Linux Graphics Engineer
Nanhai Zou is a Senior Software Engineer at the Intel Open Source Technology Center (OTC). He has been involved with Linux on Itanium architecture since 2004. His primary focus on the Linux kernel is system stability and performance. Nanhai Zou has contributed to Kexec/Kdump support for IA-64 Linux. Nanhai Zou is currently working on Intel Linux Graphics, focusing on 3D and Media accelerate technology.Round and Round, In and Out
If you have been following my blogs, you know that I am porting a DirectX-based demo application to OpenGL as the first phase in the project to play the app on a netbook with an Atom processor. If you’ve missed a few or would like to read all of my blogs pertaining to this project, I have provided links to the previous entries at the end of this blog.
Load, Follow, or Get Out of the Way
Hi again, everyone. This is my 5th blog on my project of porting a DirectX interactive demo to OpenGL. The name of the demo I am porting is “Destroy the Castle”. I call it “OpenGL Castle Destruction” in the OpenGL version. A list of my previous blogs on this topic can be found at the bottom of this blog.
GPA 2.1 Feature Highlight: Supports all DX devices
For this week's GPA blog entry, I wanted to make sure that everyone is aware that GPA runs across all DX devices. This means that GPA supports all Intel DX devices as well as any and all non-Intel DX devices. Further, all GPA features work equally across all these platforms. This includes our shader duration metrics per draw call.
Scene Graphs and Instancing
This is the fourth blog I’ve written on the subject of porting a DirectX demo over to OpenGL. The first blog details what my project is about. The second and third blogs talk about some of the areas I have been working on and the troubles I’ve been having with the conversion of .x files into a format I can use for OpenGL.
GPA 2.1 Feature Highlight: Buffer Histograms
GPA 2.1 includes a feature to allow you to better view render targets and textures. Let's say you have a texture with a very narrow dynamic range, all values in the texture are nearly white. When you select this texture to view, by default - it looks white The GPA histogram feature allows you not only to see where the data falls in any buffer, but also to increase the dynamic range of the buffer for viewing purposes.

