As I can't get my fingers off these flare bitmaps, here is yet another one in the series ...

seen from Croatia

seen from Croatia
seen from Brazil

seen from Croatia
seen from United States
seen from Netherlands
seen from Italy
seen from United States
seen from Canada

seen from United States
seen from United States

seen from United States

seen from Sri Lanka
seen from Yemen

seen from Croatia
seen from China
seen from China

seen from Maldives
seen from Türkiye
seen from China
As I can't get my fingers off these flare bitmaps, here is yet another one in the series ...
Another fractal bitmap orbit trapping experiment. Seems that highly translucent flare bitmaps work quite well. Guess I'll have to dig in deeper on these ... code is ofcourse the same as before.
Having recently bought a new GPU (ATI 6990M) it was time to test a quite cool feature I had to pass on for a while: double precision floating-point arithmetic (GL_ARB_gpu_shader_fp64). So it was obviously time for another field trip into the world of fractals, and this time a really deep one. Code can be found here: GL4_Mandelbrot_DoublePrecision.java Shader code: .fs
As the fragment shader of my Revision 2001 PC 4k entry port was processed or better "obfusicated" with the shader minifier tool to meet the size restriction of <=4096 bytes, it became nearly impossible to understand or make any sense of the GLSL code. So here is the "unminified" version with additional comments I used during development (as good as it gets): .fs