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##### Activity
Sebastian Jennen
@zebastian
the smooth cursor movement is quite slow to adopt, if the camera is near to the surface
check aexion001.fract while rendering move cursor
smoothLastZMouse += (z - smoothLastZMouse > 0 ? sqrt(z - smoothLastZMouse) : -sqrt(smoothLastZMouse - z)) * 0.01;
i thought we can change smooth calculstion to the above, this will converge faster to end size than before
Krzysztof Marczak
@buddhi1980
during rendering it adopts much slower than when it's idle
where this is the code?
Sebastian Jennen
@zebastian
this is the idea
smoothLastZMouse += (z - smoothLastZMouse > 0 ? sqrt(z - smoothLastZMouse) : -sqrt(smoothLastZMouse - z)) 0.01;
the code is
smoothLastZMouse = smoothLastZMouse + (z - smoothLastZMouse)
0.01;
in /rendered_image_widget.cpp line 200
Krzysztof Marczak
@buddhi1980
let me see how it works
there is almost no difference
Krzysztof Marczak
@buddhi1980
it tends to oscillate
Sebastian Jennen
@zebastian
Yes, it just converges faster
how do i get oscillation?
Krzysztof Marczak
@buddhi1980
this oscillation is small but visible when cursor has almost destination size
Sebastian Jennen
@zebastian
now i see
Sebastian Jennen
@zebastian
I will look for a different way to do this...
mclarekin
@mclarekin
Currently in the render window, the coordinate box is located bottom right of pointer. When you move too far right or too far towards the bottom, it go out of window. Can QT make it jump to the top left when this happens?
mclarekin
@mclarekin
In statistics "Distance of camera to fractal surface" can be quite different to any "dist:" displayed in render window coordinates box. Is this OK?
Krzysztof Marczak
@buddhi1980
Yes, it's OK. This is estimated distance to fractal surface, which can be totally different if camera has fractal object at rear. In coronates box it's distance from camera to last pointed object (target)
Sebastian Jennen
@zebastian

this works quite well, but is kind of ugly
got rid of the oscillation by limiting the step to full distance with fmin(delta, fabs(diff)

double diff = z - smoothLastZMouse;
if(fabs(diff) >= 1.0)
{
smoothLastZMouse += diff 0.01;
}
else
{
double delta = sqrt(fabs(diff))
0.01;
smoothLastZMouse += (diff > 0 ? 1.0 : -1.0) * fmin(delta, fabs(diff));
}

double diff = z - smoothLastZMouse;
if(fabs(diff) >= 1.0)
{
smoothLastZMouse += diff * 0.01;
}
else
{
double delta = sqrt(fabs(diff)) * 0.01;
smoothLastZMouse += (diff > 0 ? 1.0 : -1.0) * fmin(delta, fabs(diff));
}
thats better
Krzysztof Marczak
@buddhi1980
If works better, implement it
Sebastian Jennen
@zebastian
there we go de74976
we almost got 1000 commits...
buddhi1980/mandelbulber2@5b19aac
Krzysztof Marczak
@buddhi1980
only 11 left :)
Bernardo Martelli
@bermarte
there's now a file used for os x, it could be erased later and combined with the file mandelbulber.pro, please have a look.
Sebastian Jennen
@zebastian
9 :P
@bermarte do you have some Kind of readme-osx how to setup system, install libraries etc?
Bernardo Martelli
@bermarte
@zebastian yes, I will prepare some text later @/all sorry I can't be with you this morning
Bernardo Martelli
@bermarte
I have merged the two .pro files, the one for osx and the original one, if you don't like just go back to the previous version, I have checked it with a linux partition and is fine. I have also added a readme file for osx. Maybe the instructions for linux are a bit outdated.
Krzysztof Marczak
@buddhi1980
@bermarte , I do not observe any issues. Thanks
Krzysztof Marczak
@buddhi1980
@mclarekin , wait with adding new 4D formulas. I'm doing to extend interface to handle 4D variables directly. Then we will use CVector4 without any additional work
mclarekin
@mclarekin
@buddhi1980 , cool
Krzysztof Marczak
@buddhi1980
I have modified AboxModKali to show how new formulas should be implemented. I have also added several simple transforms to set examples for you
My goal is to utilise as less as possible parameters for all formulas. In many cases we can use the same parameters for different formulas, because they use similar algorithms
It will speed up animation engine
mclarekin
@mclarekin
@buddhi1980 thanks, I learn best from examples:)
mclarekin
@mclarekin
@buddhi1980
analityc analytic
mclarekin
@mclarekin
and maybe check for some transfrom transform
Krzysztof Marczak
@buddhi1980
I have modified ABoxMod formula, to add C constant in almost standard way, but with swapped XY axes. Look into code, how it's done in Compute() function (line 383).
Krzysztof Marczak
@buddhi1980
Merry Christmass!
Sebastian Jennen
@zebastian
mclarekin
@mclarekin
Merry Christmas to you guys and your families
Krzysztof Marczak
@buddhi1980
Hi. I was away from home last week, that's why you haven't seen any activity from my side. I will look at your lastest commits and emails and give a feedback soon.
Krzysztof Marczak
@buddhi1980
@mclarekin, you did great job by adding latest formulas
mclarekin
@mclarekin
@buddhi1980 . Hope you had some holiday relaxation. Just had one of my cousins visit from Prague with his Czech wife & family. He left here yesterday at 27.C, to fly back to Prague with -2.C (and -12.C at night). The msltoe formulas are fun, I have yet to try hybrids with them.
mclarekin
@mclarekin
@bermarte Hi, what was your code for http://bermarte.deviantart.com/art/pole-dance-436688881 it looks like a cool transform to try hybrids with?
@bermarte oops hit the enter button. and I have your variant http://www.fractalforums.com/theory/mandelbulb-variant/ to code, what else have you got hidden away? :)
Bernardo Martelli
@bermarte
This message was deleted
Bernardo Martelli
@bermarte
@mclarekin
double DEFuran(CVector3 pos) {
CVector3 p=pos;
CVector3 fur;
fur.x=atan2(p.y,p.x)8.;
fur.y=atan2(p.z,(sqrt(pow(p.x,2.)+pow(p.y,2.))-2.))

8./sqrt(pow(p.x,2.)+pow(p.y,2.));
fur.z=(pow((sqrt(pow(p.x,2.)+pow(p.y,2.))-2.),2.)
+pow(p.z,2.)-1.)*4/sqrt(pow(p.x,2.)+pow(p.y,2.));
return function(fur);
}