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Author Topic: Fragmentarium 1.0 Beta 1  (Read 5555 times)
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Syntopia
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« on: August 01, 2013, 11:37:25 PM »

Hi, I finally got some time to improve on Fragmentarium.

I have redesigned the UI in order to simplify it. This should solve some fundamental problems in Fragmentarium.



Now there are only two modes:
- Progressive, for creating accumulated images (e.g. as multiple samples per pixels). An uniform named 'subframe' keeps track of the current frame (and replaces the old 'backbufferCounter' uniform).
- Animation, where a single 'time' uniform can be used to control dynamics.

The buffer size no longer needs to be locked to the window size, although it is possible to do so. This means it is now possible to work with buffers with different aspect ratio and size than the OpenGL window.

The old 'Animation Controller' window is gone. Instead the time variable may be controlled by a new slider in the main UI. In order the render animations to disc, the new 'High Resolution and Animation Render' window must be used:



As can be seen, it is now possible to render animations at arbitrary resolution and using multiple subframes, if so desired. There is also a progress dialog making it possible to actually stop the renders. It is also possible to open a preview in a dialog window inside Fragmentarium.

The code has also been cleaned up. The prefered build environment is now Qt Creator 2.7 together with Qt 4.8.5(a project file has been added), though the old VS2008 project has been updated and is working as well (and the Debug configuration now works). (As a side note, Qt Creator has really matured to become a great IDE for C++ programming)

The plan is to remove the worst bugs from this in the next couple of weeks, and then release this as version 1.0, since Fragmentarium is becoming somewhat stable. So please report bugs and/or suggestions to me.

After version 1.0, my plan is to start working on integrating some of the key frame interpolation into Fragmentarium.

Also, if you have any frags you think should be part of the standard distribution please send them to me.

The latest build can be downloaded here (Windows only):
http://hvidtfeldts.net/Fragmentarium%20-%20Windows%20-%20V1.0%20beta%203.zip
« Last Edit: August 03, 2013, 10:34:15 PM by Syntopia, Reason: Update to beta 3 » Logged
eiffie
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« Reply #1 on: August 01, 2013, 11:55:08 PM »

Thanks for these updates Syntopia!
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knighty
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« Reply #2 on: August 02, 2013, 12:02:04 AM »

Argh! eiffie was faster!

Thank you Syntopia!  thanks sign the wave
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knighty
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« Reply #3 on: August 02, 2013, 12:36:23 AM »

I'm having a lot of flickering due to clearing the buffer to white, especially with slow scripts.
The rendering window is not redrawn automatically when it goes from background to foreground and when it is partially hiden by a foreground window.
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slon_ru
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« Reply #4 on: August 02, 2013, 01:08:36 AM »

Very thank you!

Should it work with NODE-Raytracer ?

br
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cKleinhuis
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« Reply #5 on: August 02, 2013, 06:55:03 AM »

great! too bad i dont have a computer right now sad
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3dickulus
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« Reply #6 on: August 02, 2013, 07:42:40 AM »

"Excellent!" (Mr. Burns voice)
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Syntopia
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syntopiadk
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« Reply #7 on: August 02, 2013, 10:16:41 AM »

I'm having a lot of flickering due to clearing the buffer to white, especially with slow scripts.
The rendering window is not redrawn automatically when it goes from background to foreground and when it is partially hiden by a foreground window.

OK - I'll look into that. I actually ignore some update signals which is probably a bad idea. It works on my machine however - no flickering, and no tearing. My guess is that Windows 7 does some extra buffering / composition before rendering. What Windows version are you using? Have you disabled Aero? When I disable aero I get the failed redraws, but no flicker, though.

Very thank you!

Should it work with NODE-Raytracer ?

br

I think so. But you might have to replace 'backbufferCounter' with 'subframe' in the code.
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3dickulus
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« Reply #8 on: August 02, 2013, 10:24:16 AM »

had the same white flash fixed by turning on QGLWidget doublebuffering also fixes other windows drawing into the render area, turning on QDB doesn't seem to have any negative impact on rendering or other operations but I haven't tested exhaustively, works on my box  cheesy

OS Information
OS:  Linux 3.1.10-1.29-desktop x86_64
System:  openSUSE 12.1 (x86_64)
KDE:  4.7.2 (4.7.2) "release 5"

Display Info
Vendor:  nVidia Corporation
Model:  G92 [GeForce 9800 GT]
2D driver:  nvidia
3D driver:  NVIDIA 304.88
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
Syntopia
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« Reply #9 on: August 02, 2013, 11:10:03 AM »

Yes, double buffering also solves the problem, but on my machine the CPU usage increases from 25% to 50% when rendering animations (I wonder why there is any CPU usage at all, but that is probably a driver thing).

I have updated the drawing code to better respond to update requests. In earlier versions of Fragmentarium I supported direct renders, where the shaders where drawn directly to screen, but now I always require that the heavy shader write to a FBO, which is then rendered to screen using the buffer shader (which is a very fast operation). This means I can do faster updates by just rendering the last drawn buffer to the OpenGL window.

Here is a patched version (replace the exe by this one) - let my know if it works for you.
[Use link in first post in this thread]
« Last Edit: August 03, 2013, 10:34:54 PM by Syntopia » Logged
JosLeys
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« Reply #10 on: August 02, 2013, 11:22:20 AM »

I opened a frag file that uses a HDR image as a background, and the image is not showing up.
(I did transfer the image to the Inc directory under Examples. Fragmentarium is not complaining that it cannot find it)

Then I loaded another image, which did show up. Switched back to the image I wanted and it did show up also, but as I start an animation, it loses the image again.
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slon_ru
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« Reply #11 on: August 02, 2013, 11:57:26 AM »

replace 'backbufferCounter' with 'subframe' in the code.
Very thank you! It works!!  A Beer Cup A Beer Cup A Beer Cup
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Syntopia
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syntopiadk
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« Reply #12 on: August 02, 2013, 12:43:35 PM »

I opened a frag file that uses a HDR image as a background, and the image is not showing up.
(I did transfer the image to the Inc directory under Examples. Fragmentarium is not complaining that it cannot find it)

Then I loaded another image, which did show up. Switched back to the image I wanted and it did show up also, but as I start an animation, it loses the image again.

I cannot reproduce this, so I need a bit more information here:
Can you run the "Examples \ Tutorials \ 25 - Image Based Lighting" example? Does switching backgrounds here work?

How do you switch images: do you use the texture combo boxes in the "Parameters (uniform)" panel? Does the "Run" button turn yellow after a change, and did you press it to apply the changes?

When the texture disappears from the animations, is that in the main window (by pressing "Animation (time)" button)? Or animations done in the "High Resolution and Animation Render" dialog?

Are the HDR images very large (in pixel dimensions)?

Btw, in preferences you can extend the include path to a suitable image folder, e.g. my include path is: "Examples/Include;f:\hdr". This way images do not need to be copied into the include folder.

Are anyone else experiencing problems with textures?
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JosLeys
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« Reply #13 on: August 02, 2013, 12:57:52 PM »

Quote
Can you run the "Examples \ Tutorials \ 25 - Image Based Lighting" example? Does switching backgrounds here work?
Yes, it works, and I can change the background to any other image.
Quote
How do you switch images: do you use the texture combo boxes in the "Parameters (uniform)" panel? Does the "Run" button turn yellow after a change, and did you press it to apply the changes?
Yes to all.
Quote
When the texture disappears from the animations, is that in the main window (by pressing "Animation (time)" button)? Or animations done in the "High Resolution and Animation Render" dialog?
Main window. The texture disappears when the animation starts running: in other words, it is there in the current frame, but disappears as of the next frame of the animation.
Quote
Are the HDR images very large (in pixel dimensions)?
The one I was using is quite large : 8000*4000 86 Mb
Quote
Btw, in preferences you can extend the include path to a suitable image folde
OK, thanks!

I sent you the frag file in a personal message.
You just need to change the image to one of yours.
« Last Edit: August 02, 2013, 01:22:44 PM by JosLeys » Logged
Tim Emit
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« Reply #14 on: August 02, 2013, 05:27:46 PM »

Huge thanks..look forward to having an explore later cheesy my fave frac prog atm  cheesy
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