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BrutPitt's profile
BrutPitt / Michele Morrone
BrutPitt / Michele Morrone
BrutPitt / Michele Morrone
@BrutPitt

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BrutPitt / Michele Morrone

@BrutPitt

Freelance Software Engineer glChAoS.P / wglChAoS.P - #glChAoSP / #wglChAoSP #MicheleMorrone

Bologna - Italy
michelemorrone.eu
Joined February 2012

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    1. BrutPitt / Michele Morrone‏ @BrutPitt 2 Sep 2019
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      #wglChAoSP v.1.3.1 (Experimental) #WebGL 2 / #WebAssembly with new render engine: - Shadows - AmbientOcclusion - Accurate DualPass Rendering LIVE / Online: https://www.michelemorrone.eu/glchaosp/webGL.html … Source: https://github.com/BrutPitt/glChAoS.P …pic.twitter.com/5dIFTSGG9t

      2 replies 10 retweets 49 likes
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    2. BrutPitt / Michele Morrone‏ @BrutPitt 2 Sep 2019
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      pic.twitter.com/quOpb3MOSr

      1 reply 0 retweets 3 likes
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    3. Ken Russell‏ @gfxprogrammer 4 Sep 2019
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      Replying to @BrutPitt

      These look amazing! Can you share which attractors and render settings will reproduce some of them?

      1 reply 0 retweets 2 likes
    4. BrutPitt / Michele Morrone‏ @BrutPitt 4 Sep 2019
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      Replying to @gfxprogrammer

      Thank you for appreciation. For these specific images: - the single image (flower) is MagneticRight attractor - the others 3, in sequence: (torus) MagneticRight, Aizawa and DLA3D.

      1 reply 0 retweets 0 likes
    5. BrutPitt / Michele Morrone‏ @BrutPitt 4 Sep 2019
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      Replying to @BrutPitt @gfxprogrammer

      To reproduce the first two: From window "Attractors/Fractals" of the program, push "QuickView Dir" button (to view other saved attractors), they are "flower_*" and "torus_*" series. While Aizawa and DLA3D are instead in main list

      1 reply 0 retweets 0 likes
    6. BrutPitt / Michele Morrone‏ @BrutPitt 4 Sep 2019
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      Replying to @BrutPitt @gfxprogrammer

      For what concerns the formulas: In this page are described the attractors formulas (they are divided by class/category) https://www.michelemorrone.eu/glchaosp/index.html#AttractorsFormula2 … (Someone is missing.. the last 5 or 6 I added) While the parameters are those displayed in the program

      1 reply 0 retweets 0 likes
    7. BrutPitt / Michele Morrone‏ @BrutPitt 4 Sep 2019
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      Replying to @BrutPitt @gfxprogrammer

      Moreover, any attractor parameter (and rendering settings) is saved in a "json" file (with extension .sca): are in "startData" and "ChaothicAttractors" folders, respectively for main and additional ones Also visible from github:https://github.com/BrutPitt/glChAoS.P …

      1 reply 0 retweets 0 likes
      BrutPitt / Michele Morrone‏ @BrutPitt 4 Sep 2019
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      Replying to @BrutPitt @gfxprogrammer

      Better... "startData" folder contains the values of main list "CaotichAttractors" folder contains the values of the "QuickView Dir" list The WebGL version contains ONLY a "selected" part of second list (for long load time)

      3:40 PM - 4 Sep 2019
      1 reply 0 retweets 0 likes
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        2. Ken Russell‏ @gfxprogrammer 4 Sep 2019
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          Replying to @BrutPitt

          Super! Thanks so much for all of the pointers, and for the great software! The README for the WebGL version says to use ANGLE's OpenGL backend. Could we collaborate on making it work with the D3D11 backend? It looks like wglChAoS.P is using more texture units than available?

          1 reply 0 retweets 0 likes
        3. BrutPitt / Michele Morrone‏ @BrutPitt 5 Sep 2019
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          Replying to @gfxprogrammer

          Any help is always welcome, indeed I'd be glad Thanks to You Yes, this is the error message, but In reality I use only 12 textures 6 different FrameBuffers (only 2 of these with depth attach) and only other 4 textures. Anyway, for this trouble, I should be on my way... I hope..

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