Basic GDI output is working and fractals are rendering properly. We are nearing a beta release! Things could definately be more efficient; currently the GDI output is as about as expensive as it could possibly get. (Simple, but slow.) I would like to improve the speed with some obvious optimizations before releasing it, even as a beta. However, what this does mean is that Tim and Jonathan can use the branch code in VS.NET 2003 for active experimentation with visible output. It also means that the branch is nearing an end... Tim/Jonathan: any thoughts on when we should make a release and merge the branch into the HEAD? -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Hi Richard, Once you get it working a bit more efficiently, I can start preparing some true colour code for it. All I need is a 16 bit iteration count value and I can create the "palette" generator code that I already use in ManpWin. This should accelerate the true colour development (I hope). Let me know when you are ready. Are you interested in some of my animation generation algorithms? Regards, Paul. ---------------------------------------------------------- Paul de Leeuw Computers NSW Central Coast, Australia Email: pdeleeuw@deleeuw.com.au www: < http://www.deleeuw.com.au> ABN 72 360 822 562 ---------------------------------------------------------- -----Original Message----- From: fractdev-bounces+pdeleeuw=deleeuw.com.au@mailman.xmission.com [mailto:fractdev-bounces+pdeleeuw=deleeuw.com.au@mailman.xmission.com] On Behalf Of Richard Sent: Sunday, 14 January 2007 6:18 PM To: fractdev@mailman.xmission.com Subject: [Fractdev] GDI output working! Basic GDI output is working and fractals are rendering properly. We are nearing a beta release! Things could definately be more efficient; currently the GDI output is as about as expensive as it could possibly get. (Simple, but slow.) I would like to improve the speed with some obvious optimizations before releasing it, even as a beta. However, what this does mean is that Tim and Jonathan can use the branch code in VS.NET 2003 for active experimentation with visible output. It also means that the branch is nearing an end... Tim/Jonathan: any thoughts on when we should make a release and merge the branch into the HEAD? -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/> _______________________________________________ Fractdev mailing list Fractdev@mailman.xmission.com http://mailman.xmission.com/cgi-bin/mailman/listinfo/fractdev
In article <009201c737b1$e6a831b0$0301a8c0@Production>, "Paul" <pdeleeuw@deleeuw.com.au> writes:
Once you get it working a bit more efficiently, I can start preparing some true colour code for it. [...]
There is some existing truecolor support, but I haven't studied that code yet. Take a look at the existing code here: <http://www.fractint.org/ftp/current/dos/fradev.zip> -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Rich,
However, what this does mean is that Tim and Jonathan can use the branch code in VS.NET 2003 for active experimentation with visible output.
It also means that the branch is nearing an end...
Tim/Jonathan: any thoughts on when we should make a release and merge the branch into the HEAD?
My preference would be after the next "official" release, after everything works, and after a Linux/Unix driver works. I don't have any desire to maintain two or more source trees. As you can tell, it just doesn't happen. Jonathan
In article <1168790255.3514.7.camel@linux.site>, Jonathan Osuch <osuchj@avalon.net> writes:
Tim/Jonathan: any thoughts on when we should make a release and merge the branch into the HEAD?
My preference would be after the next "official" release, after everything works, and after a Linux/Unix driver works. [...]
What did you and Tim have in mind for the next "official" release? At this point I believe that all the features work, with the exception of integer math fractal types that depend on assembly code. As I've thought about it more, I'd really like to keep the integer types. The impetus for removing them previously was to free up code space, but that's no longer an issue. Keeping the integer types would let you get integer fractal speed on unix architectures like SPARC. I had simply forgotten about the X11 driver; thanks for reminding me! I agree that I need to get that working before this can replace the current HEAD. -- "The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download <http://www.xmission.com/~legalize/book/download/index.html> Legalize Adulthood! <http://blogs.xmission.com/legalize/>
participants (3)
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Jonathan Osuch -
Paul -
Richard