Just one note on rendering using the GPU.
All graphics cards I'm aware of only provide single-precision math. This
suggests that you wouldn't want to do away with CPU-based rendering
altogether - you'd still need it to do double-, extended-, or
arbitrary-precision math. (Though there might be some nifty way to apply the
GPU to calculate an arbitrary-precision number, I suppose.)
There's also a distinction between using GPU hardware to display the image,
and using it to calculate the iterations in parallel - you could do either
without using the other. (For example use a shader function to render the
fractal into an offscreen texture, then display it using plain old X or
Win32.) For display purposes, it probably doesn't matter what you do -
anything which isn't horrifyingly inefficient would do, since actually
calculating the fractal is going to be a whole lot more expensive than
blasting the results on to the screen.
----- Original Message -----
From: "Richard" <legalize@???>
To: "Fractint developer's list" <fractdev@???>
Sent: Sunday, July 15, 2007 12:47 PM
Subject: ****SPAM**** Re: [Fractdev] the future of FractInt is OpenGL
>
> In article <469A1ABC.10284.43339D@???>,
> "Tim Wegner" <twegner@???> writes:
>
>> Just to say it again: Rich does not speak for anyone other than
>> himself
>
> Just to say it again: Tim and Jonathan don't speak for me.
>
> Really, what's the point of such a statement?
>
> When have I ever claimed that I spoke for someone else?
>
> Is there some implied threat in reminding people that I don't speak
> for you or Jonathan?
>
> You guys are free to do whatever you want with the code, as am I.
> That's what open source is all about. I don't need anyone's
> permission or blessings to change the code.
>
> You have been free to modernize and improve the code all along; many
> of the improvements I've made to improve understanding the code have
> nothing to do with being freed from the restraints of the DOS memory
> model. Using symbolic constants instead of magic numbers. Breaking
> long functions into smaller functions with intention revealing names.
> Extracting duplicate code into functions instead of repeating it inline.
> Changing variable names to make them more revealing of their intention.
> Nothing in the DOS world was preventing those improvements from being
> made, yet they remained undone.
>
> We started this discussion of modernization about ten years ago, and
> while everyone agreed with the goals then, nothing was done about it.
> In 1999 I contributed the majority of the source needed to move the code
> to where we are currently, in terms of functionality. The contribution
> languished. Since then, not much has happened to the main code except
> for the occasional bug fix patch. You can't even *compile* the DOS code
> without ancient compilers that noone can get anymore.
>
> Tim says I have strong opinions as if that's a bad thing. What kind of
> spineless person has an opinion without defending it? I'm backing my
> "strong opinions" up with actual work on modernizing the code and dragging
> it kicking and screaming into 1990s and then into the 21st century.
> I'll also be happy to back my opinions up with data, my nearly 30
> years of experience writing software and my 20+ years of experience in
> computer graphics. My "strong opinions" are conventional wisdom in the
> rest of the graphics and software engineering world; its only on this
> list where people react like I'm saying the earth is flat.
>
> Its evolve or die. The long, slow, languishing, death bed scene has
> been going on for about 10 years. I'm moving ahead with no apologies.
> --
> "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/>
>
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