Blog Archives

Tags ANR, native_app_glue, TADP

by Andrew Edelsten, posted Jun 07 2013

Recently, as we have been testing applications and games for NVIDIA SHIELD, we have found that a seemingly minor issue in Google’s native_app_glue source code (and thus in NVIDIA’s TADP samples based on this code) is actually a serious issue on next-gen Android platforms.

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Tags CUDA, Debugging, DirectX, Kepler, Nsight, OpenGL, Visual Studio

by Eric Foo, posted May 13 2013

The NVIDIA Developer Tools team is proud to announce the final release of NVIDIA® Nsight™ Development Platform, Visual Studio Edition 3.0, an application development platform for heterogeneous systems. This new release officially supports OpenGL frame debugging and profiling, GLSL GPU shader debugging, local single GPU shader debugging, the new Kepler™ GK110 architecture found in Tesla® K20 & GeForce GTX TITAN, and CUDA® 5.0.

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Tags competition, tegra, Toradex

by Andrew Edelsten, posted May 06 2013

We come today to let you know about a wonderful competition that our good friends at Toradex are running. It's called the Toradex Design Challenge and is open for students and other individuals at education and research institutions. It's an ongoing competition with an annual prize pool of $100,000 so if you're still in school or are planning a return to university, fear not!  

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Tags Tegra Developer Stories

by Anonymous, posted Mar 06 2013

Simon Morris, Guest Blogger from Strawdog Studios Welcome to the world of Android NDK. Please leave your debuggers at the door. Veteran programmers of a certain age will happily recount old-school war stories where they’ve had marathon sleepless debugging sessions where bugs were discovered in DVD-only release builds at the 11th hour before shipping and that they managed to debug the problem and save the day using just printf and changing screen border colours when certain systems...

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Tags GameWorks Expert Developer

by John McDonald, posted Jan 31 2013

Alpha Blending is a small--but important--part of virtually every 3D application. Conceptually, alpha-blending is used to communicate the transparency of a surface. Generally, consumer applications (games) tend to use RGB to communicate the color of the underlying surface, relying on the alpha channel to indicate the "opaquness" of that color. More specifically, when alpha blending is enabled in the pipeline, developers tend to use this form for their blending: DestinationColor.rgb...

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