Hi Richard (regarding L-systems & IFS types in Fractint, & their future development),
Sorry it's taken me so long to respond. I've been away from the internet a good deal this summer, in the high Caucasus mountains of the Republic of Georgia...
I'd appreciate input on you regarding the L-systems stuff I posted to
the list recently. For L-systems I want the code to ultimately
approach the realistic plant rendering capability of Prusinkiewicz's
code. We're a long way off from that, but that's the target.
For IFS, right now the code only supports probabilistic 2D/3D IFS. I
want to add more IFS types like language restricted IFS. For
rendering, I want to use OpenGL to give interactive manipulation of
the IFS rendering as well as a design interface that's better than
editing transformations coefficients in a text file. I also want to
use "point sprite" rendering for IFS which will give them more "body"
with fewer iterations and still be interactive. I've also thought
about doing a potential rendering technique where rendered iterations
define a charge in space and the rendering draws the potential
resulting from such a charge. Finally, I want to extend the text file
specifications so that you can specify the transformations in a
transform language rather than as just raw coefficients. That way you
could naturally right s(sqrt(2)/2)*r(180)*t(0.5,0.5) to mean "scale
uniformly by sqrt(2)/2, then rotate by 180 degrees about the Z axis,
then translate by (0.5,0.5)". I've come across a very nice recursive
descent parser framework for C++ -- the spirit module in the boost
library -- that will let me make a number of improvements across the
board in fractint, both for formula types and for IFS and L-system
types.
--
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