v0.51:
Binary |
SourceProject 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.