Home Page
  • April 28, 2024, 08:26:11 pm *
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

Official site launch very soon, hurrah!



Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

Attach:
(Clear Attachment)
(more attachments)
Restrictions: 10 per post, maximum total size 8192KB, maximum individual size 5120KB
Note that any files attached will not be displayed until approved by a moderator.
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
Please stop spamming. Your spam posts are moderated and will never be displayed on the internet. What is eighty-eight minus eighty-six (spell out the answer):
Пожалуйста, прекратите спамить. Ваши спам-сообщения модерируются и никогда не будут отображаться в Интернете. What color is grass.:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Dakusan
« on: October 22, 2009, 11:40:49 am »


v0.51: Binary | Source

Project Updates:
  • Optimizations:
    • Changed lots of signed numbers to unsigned for theoretical better resolution in the long run.
    • In the coloring algorithm, “Bailout Radius”, and “Power” are constants, so I removed (commented out) their variables and turned anything that used them (i.e. floating point functions) into constants. This removed a lot of unnecessary floating point calculations for each pixel.
    • Added some precalculations into the fractal drawing section to speed up pixel calculations.
  • Fixes:
    • The coordinates of the moused over pixel were being improperly calculated because I had forgotten the window was being drawn and calculated in a bottom to top fashion (Y=0 is at the bottom).

New Pixel Shader Implementation:

I have made a new sub project, available in the binary and source downloads, that might be eventually integrated into the main project. This proof of concept renders 100% of the fractal for each frame on the GPU. It is much faster and much smoother :-). See the Content Section for more information.