Age | Commit message (Collapse) | Author |
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Less intense on the main thread now, no memory leaks so far.
To ensure we're not wasting cycles on updating an already completed
texture, I use both threads_done and rendered which allows for
checking if a new render batch has been started or not. This allows
us to only update the texture if rendering has not completed.
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Essentially using a naive threaded solution with a naive escape
routine for choosing whether a given location is actually in the
Mandelbrot set. I think the colouring solution is quite unique: I use
a scaled quadratic function which ensures maximum colouring is given
to those with medium number of iterations. I'll try a linear ratio
next. Currently we start properly lagging at ~2^20 iterations, which
is why I'm looking for a better way to draw and compute escapes.
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Simple hello world in raylib
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