Search found 380 matches
- Wed Jan 11, 2017 4:18 pm
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
Oh yeah I thought I could make the high quality rendering work in real-time but it didn't fly so well, and I forgot to put back the guard code. The brake is there to stop the camera where you need it, otherwise it just flies all over the place, even with fractally increased sensitivity! I've left i...
- Wed Jan 11, 2017 3:49 pm
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
I took liberty and modified the code somewhat (and the style extremely heavily). Now you can adjust iteration depth, also camera rotation is not limited to X and Y axis (press HOME to horizon). I also changed some controls: SHIFT reduces acceleration rate, SPACE is brake, E and Q are ascend and des...
- Wed Jan 11, 2017 1:31 pm
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
Added scancodes and raidho36's fix in version 4. Anyone have a good GUI library I could add with sliders for better controls ?
- Wed Jan 11, 2017 10:04 am
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
No I in fact believe it's your graphics card - 5 bucks says it's Nvidia. There could be very serious problems with the shader, but your GPU will try munching through them instead of raising errors, obscuring the very existence of the very real issues from you. For this single reason, Nvidia GPUs ar...
- Tue Jan 10, 2017 8:59 am
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
Crashed for me. The culprit is the sponge shader. Just having it loaded crashes the program shortly, without even using it to render anything - which crashes it instantly. Something must be terribly wrong with that shader. :huh: But also it crashes with a segfault without raising any errors, and th...
- Mon Jan 09, 2017 10:55 pm
- Forum: Games and Creations
- Topic: Menger Sponge Explorer
- Replies: 41
- Views: 31833
Re: Menger Sponge Explorer
It's really cool, I have one problem though. This is what I see when in normal render mode: 1483927839.png This is what I see when in ULTIMATE RENDER MODE: 1483927834.png Uhm yes that is not actually a bug! I implemented Depth of Field and your Focal Length and Aperture are wrong for this shot, lit...
- Sun Jan 08, 2017 6:25 pm
- Forum: Support and Development
- Topic: Accumulating Frames
- Replies: 9
- Views: 4965
Re: Accumulating Frames
Please do share!zorg wrote:I'd also use gamma correct rendering and the multiplicative blendmode for canvases... i actually have a working prototype, but i cant access it from here; I'll be able to post a code snippet in about 8 hours though.
- Fri Jan 06, 2017 11:19 pm
- Forum: Support and Development
- Topic: Accumulating Frames
- Replies: 9
- Views: 4965
Re: Accumulating Frames
I think it's possible in some cards to use a floating-point image format, and you can maybe use a shader for composition, but you're on your own with that. Yes, I'd been messing around with rgba32f canvases but it just didn't want to work. Oh well, 256 frames is good enough for these renders, thank...
- Fri Jan 06, 2017 10:48 pm
- Forum: Support and Development
- Topic: Accumulating Frames
- Replies: 9
- Views: 4965
Re: Accumulating Frames
Using love.graphics.setColor (in this version, 100% alpha is 255; so you can use 255/1 for the first, 255/2 for the second, 255/3 for the third, and so on). Ah yes this works, thanks! But I believe this approach doesnt work fully because when drawing the canvases the format is reset to rgba8 so at ...
- Fri Jan 06, 2017 10:15 pm
- Forum: Support and Development
- Topic: Accumulating Frames
- Replies: 9
- Views: 4965
Re: Accumulating Frames
If by averaging you mean that each pixel's RGB in the result is the average of the corresponding pixel's RGB in the source frames, then you can use a harmonic progression: Draw the first frame to a canvas with 100% alpha (1/1). Draw the second frame to a canvas with 50% alpha (1/2). Draw the third ...