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GPUFractal-1
Oct 17, 2007
Burton Radons
Oct 17, 2007
Kyle Furlong
Oct 17, 2007
Burton Radons
Oct 17, 2007
Radu
Oct 17, 2007
Kyle Furlong
Oct 17, 2007
Burton Radons
Oct 17, 2007
Burton Radons
Oct 17, 2007
Nathan Reed
Oct 17, 2007
Robert Fraser
Oct 17, 2007
Extrawurst
Oct 17, 2007
Walter Bright
Oct 18, 2007
Kyle Furlong
Oct 18, 2007
Walter Bright
Oct 18, 2007
Daniel Keep
Oct 18, 2007
Bill Baxter
Oct 18, 2007
Burton Radons
Oct 18, 2007
Anders Bergh
Oct 18, 2007
Chad J
Oct 18, 2007
Burton Radons
Oct 18, 2007
BCS
Oct 19, 2007
Burton Radons
Oct 19, 2007
BCS
Oct 18, 2007
Jascha Wetzel
Oct 19, 2007
Bruno Medeiros
Oct 19, 2007
Bill Baxter
Oct 19, 2007
Burton Radons
Oct 20, 2007
Nathan Reed
Oct 18, 2007
Mike Parker
Oct 18, 2007
Matti Niemenmaa
Oct 18, 2007
Burton Radons
Oct 19, 2007
Matti Niemenmaa
Oct 20, 2007
Nic Tiger
October 17, 2007
Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.

It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.

The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.

You can modify or add to the formulas while it's running, look in the subdirectories.

http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)

The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.
October 17, 2007
Burton Radons wrote:
> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
> 
> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
> 
> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
> 
> You can modify or add to the formulas while it's running, look in the subdirectories.
> 
> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
> 
> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.

Error: New GL version has been discovered.

(Dual core Operton, XT1900XTX)
October 17, 2007
Kyle Furlong Wrote:

> Burton Radons wrote:
> > Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
> > 
> > It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
> > 
> > The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
> > 
> > You can modify or add to the formulas while it's running, look in the subdirectories.
> > 
> > http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
> > http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
> > 
> > The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.
> 
> Error: New GL version has been discovered.
> 
> (Dual core Operton, XT1900XTX)

Sorry! That was a debug thing I had to gather information. I've updated the archive with a fix.

I also plugged in an ATI X850 and did some modifications to get it to compile the shaders. It doesn't work; it doesn't like breaking from a loop. I'll continue to wiggle it around to see if I can find a control flow it likes.
October 17, 2007
Burton Radons wrote:
> Kyle Furlong Wrote:
>
>   
>> Burton Radons wrote:
>>     
>>> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
>>>
>>> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
>>>
>>> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
>>>
>>> You can modify or add to the formulas while it's running, look in the subdirectories.
>>>
>>> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
>>> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
>>>
>>> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.
>>>       
>> Error: New GL version has been discovered.
>>
>> (Dual core Operton, XT1900XTX)
>>     
>
> Sorry! That was a debug thing I had to gather information. I've updated the archive with a fix.
>
> I also plugged in an ATI X850 and did some modifications to get it to compile the shaders. It doesn't work; it doesn't like breaking from a loop. I'll continue to wiggle it around to see if I can find a control flow it likes.
>   
Error: Could not successfully compile shader source:
       ERROR: 0:3: '' :  Version number not supported by GL2
       ERROR: 1 compilation errors.  No code generated.

[Core 2 Duo, ATI Mobility X1600]
October 17, 2007
Burton Radons wrote:
> Kyle Furlong Wrote:
> 
>> Burton Radons wrote:
>>> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
>>>
>>> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
>>>
>>> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
>>>
>>> You can modify or add to the formulas while it's running, look in the subdirectories.
>>>
>>> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
>>> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
>>>
>>> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.
>> Error: New GL version has been discovered.
>>
>> (Dual core Operton, XT1900XTX)
> 
> Sorry! That was a debug thing I had to gather information. I've updated the archive with a fix.
> 
> I also plugged in an ATI X850 and did some modifications to get it to compile the shaders. It doesn't work; it doesn't like breaking from a loop. I'll continue to wiggle it around to see if I can find a control flow it likes.

Error: Could not successfully compile shader source:
        ERROR: 0:3: '' :  Version number not supported by GL2
        ERROR: 1 compilation errors.  No code generated.

I hope this is helping, I'm on XP if it matters.
October 17, 2007
Burton Radons wrote:
> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
> 
> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
> 
> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
> 
> You can modify or add to the formulas while it's running, look in the subdirectories.
> 
> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
> 
> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.

I wrote a program like this a couple years ago: http://pages.pomona.edu/~nrr02004/opengl.html (written in C++ though, not D).  It uses a multi-pass algorithm to avoid needing shader branches and loops.

Thanks,
Nathan Reed
October 17, 2007
Burton Radons Wrote:

> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
> 
> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
> 
> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
> 
> You can modify or add to the formulas while it's running, look in the subdirectories.
> 
> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
> 
> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.

Neat! I can't wait to see the sources!

Success with:
- Core 2 Duo
- Radeon X1800??
- Windows Vista Business
October 17, 2007
Kyle Furlong Wrote:

> Error: Could not successfully compile shader source:
>          ERROR: 0:3: '' :  Version number not supported by GL2
>          ERROR: 1 compilation errors.  No code generated.
> 
> I hope this is helping, I'm on XP if it matters.

Thanks for your help! I've updated the archive again. It now works on an ATI X850 (with some limitations, and no branching!), so it should work even better on more modern ATI cards. I moved the shader template into "shader.h", so you can fool around with that if it otherwise seems to work. Unfortunately I can't find what predefines ATI uses so I have to hard code my own.

I even got it almost working on at ATI 9800 on Windows XP, but it can't handle the loop at all. At least I confirmed that the GUI code should work there.
October 17, 2007
Oh and if it does work, comment out the "#undef BREAK_SUPPORT" line in "shader.h". I accidentally made the condition too broad, it sounds like it works fine in modern ATI cards.
October 17, 2007
Burton Radons schrieb:
> Hey guys, I've been fooling around with GLSL recently and realised I could do a Mandelbrot fractal at full frame rate, so I implemented a kind of mini-Ultra Fractal.
>
> It works in single pass, so, uh, save your work before you try it because it just might cause your card to freeze if its GLSL support sucks or it isn't VERY good at branching shaders. If it works on your machine, I'd like to hear of it; if it doesn't, I'd also like to hear of it. For reference, my setup is an NVIDIA 8800 GTX (beta drivers) on Windows Vista with an Intel Dual Core 2.66GHz processor. I can confirm that it doesn't work on an ATI Radeon 9800 on Windows XP.
>
> The interface is exclusively mouse based. Left mouse button to zoom in, right mouse button to zoom out, middle mouse button to scroll. Using the mouse wheel puts you in variable mode. The mouse wheel selects the current variable, dragging the left mouse button changes it (enumerations and floats are changed by dragging to the right or left), clicking the middle mouse button resets to the initial value, and right clicking returns to zoom/scroll mode.
>
> You can modify or add to the formulas while it's running, look in the subdirectories.
>
> http://members.shaw.ca/burton-radons/GPUFractal-1.7z (binary, 204KB)
> http://members.shaw.ca/burton-radons/GPUFractal-1-source.7z (source, 1,360KB)
>
> The source is pretty shit and will require slight modification of the makefile's paths to compile. I use D v1 and bud.
>   

Vendor: 'ATI Technologies Inc.'
Renderer: 'ATI Mobility Radeon X1600 x86/SSE2'
Version: '2.0.5648 WinXP Release'

Error: Could not successfully compile shader source:
       ERROR: 0:41: '*' :  wrong operand types  no operation '*' exists that ta
kes a left-hand operand of type 'const int' and a right operand of type 'float'
(or there is no acceptable conversion)
       ERROR: 0:41: '*' :  wrong operand types  no operation '*' exists that ta
kes a left-hand operand of type 'const int' and a right operand of type 'float'
(or there is no acceptable conversion)
       ERROR: 0:68: 'uniform' :  cannot initialize this type of qualifier
       ERROR: 0:69: 'uniform' :  cannot initialize this type of qualifier
       ERROR: 0:70: 'uniform' :  cannot initialize this type of qualifier
       ERROR: 0:73: 'uniform' :  cannot initialize this type of qualifier
       ERROR: 0:74: 'uniform' :  cannot initialize this type of qualifier
       ERROR: 0:166: '+' :  wrong operand types  no operation '+' exists that t
akes a left-hand operand of type '2-component vector of int' and a right operand
of type '2-component vector of float' (or there is no acceptable conversion)
       ERROR: 0:166: '-' :  wrong operand types  no operation '-' exists that t
akes a left-hand operand of type '2-component vector of int' and a right operand
of type '2-component vector of float' (or there is no acceptable conversion)
       ERROR: 0:166: '*' :  wrong operand types  no operation '*' exists that t
akes a left-hand operand of type 'const float' and a right operand of type 'int'
(or there is no acceptable conversion)
       ERROR: 10 compilation errors.  No code generated.

~Extrawurst
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