Dark Bit Factory & Gravity
GENERAL => Challenges & Competitions => Topic started by: taj on November 22, 2006
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Here is a fractal image formed from repeatedly drawing ...well something similar to a cube but not quite...in 3d. The background is done using perlin noise. Warning: THE EXE RUNS DAMN SLOW but its plain simple OGL and should run everywhere (except maybe on intel chipsets, which seem to have problems with my OGL code :-(). So if I were you I'd stick with the image.
Its based on previous work, I may as well own up here and now, but I've tnued it and played with it to get this shape and image.
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Uhh ... the background perlin noise looks outstanding :||
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That is very cool. Even though it runs slow on my machine, the picture doesn't do the program justice. Nice one.
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Uhh ... the background perlin noise looks outstanding :||
Just for you benny, I'll add an exe with just the clouds :-)
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What a beauty!!! :)
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Uhh ... the background perlin noise looks outstanding :||
Just for you benny, I'll add an exe with just the clouds :-)
You rock, dude ... that's pretty sweet ... I luv it ... karma up !!!
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Yeah, I like that perlin noise background too :)
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Yeah, I like that perlin noise background too :)
OK I get the picture :-) remove the blue thing and its good :-). Seriously I'll post the code for the perlin some time soon. Its not what you would think..
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I love fractals - this rocks hard :)
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Love the pic!
My guess is that the background is just 3 different fractalplasmas on different color channels? Correct me if I'm wrong.
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I've always liked this triangle subdivision effect, but I dont remember what its called :D
Nice 1 for it being in 3D too :)
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Love the pic!
My guess is that the background is just 3 different fractalplasmas on different color channels? Correct me if I'm wrong.
Nearly right. Its the _same_ fractal plasma at 3 speeds of rotation. Each plasma is on two colour channels.
The interesting thing is how the plasma is generated. Here is the main code:
GLubyte rarray[256*256];
static void captureNoiseTexture (const uint per, uint noct, GLubyte **pix){
uint s=512;
uint i;
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub (255,255,255,per); // this puts persistance in alpha...
do {
i = 256*256; // s*s is more bytes
while (i) {rarray[--i]=rand();} // random bytes in an array
s >>= 1; // halve resolution of texture each pass
newTexture (1, 1, s, GL_LUMINANCE,rarray);
drawQuad(); // or could be an ogl disk or whatever..draws a quad with the random texture and blends with all others
} while (--noct); // repeat for each octave of white noise
captureArea (GL_RED, 256, pix); // routine to capture screen 256x256 and make OGL texture...
glDisable (GL_BLEND);
}
Its pretty tight code to implement 2d perlin noise.
No grid subdivision, no sin plasma, just straight OGL coding... I'm quite proud of this :-)
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Yeah, I like that perlin noise background too :)
OK I get the picture :-) remove the blue thing and its good :-). Seriously I'll post the code for the perlin some time soon. Its not what you would think..
Hehe
Btw, nice piece of code, very smart indeed!
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@Tetra: Sierpenski? ;)
Still very nice Taj.
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Very Nice.... and I agree with everyone else the backdrop is very nice, and compliments the blue eye masher very well.... Well Done.
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I like the background too. The center looks like some sort of terrain map for a war game or something. :)
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It's impressive on a still frame, and even more so in motion.
I'm with this guy :buddies: