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Member Since 07 Feb 2008
Offline Last Active Dec 26 2013 07:51 PM

Topics I've Started

Mandelbrot and Julia Set WebGL Viewer

26 December 2013 - 07:22 PM



These last weeks I was working on a viewer of the Mandelbrot and Julia Sets using Webgl.

You can see some screenshots and try the application on your web browser following this link:




Some screenshots:








I hope you enjoy it ;)

License for distribute a free software

01 October 2012 - 04:49 AM


Finally I have finished an application that I was working on. It is an application to create procedural textures.
I want to distribute this software with a public license, It can be downloaded free, but I don't want to distribute the source code.
I was thinking about using a Creative Commons license but, around the web, people advise to use another one for distribute software.
I was also thinking about using a GNU General Public License, but I dont know whether I have to distribute the source code or not.

If anyone has experience on that topic and could help me, I will be very thankful.

Thanks in advance.

Batch vs Instancing

14 October 2008 - 10:32 PM

Hi: I am beginning to design the graphic engine of a game i want to do in my spare time. The game engine i'm planing to do will have these features : - Deferred render - HDRI - Normal and Parallax mapping - Shadow map There are several features that I like to implement, but first I'll start with these. The game camera will be like the camera of age of empires,and the scene graph will be designed for this camera type. I have doubts about the grouping of static geometry, in this context should use batch or instancing? The advantage of batch is that the geometry don't need calculate the world matrix and don't need to be transformed by it. The disadvantages are that it is necessary to store the mesh a bunch of times in the same buffer and update the buffer each time an entity enters or leaves the frustum. In the other hand, instancing only need to store the mesh only one time. The problem is that i need to calculate the world matrix for every entity and store it in a buffer. (This problem could be solved by calculating these matrices in advance.) Which of the two works faster? You should use both? Batch for small meshes (grass) and instancing for large meshes (trees)? I have no experience in manage very large scenes and your experience would greatly help me. Thanks for advance. PD: Sorry for my english.

Optimizing feedback buffer output

06 May 2008 - 05:36 AM

Hi: I try to optimizing the geometry of the feedback buffer output (in OpenGL) for make a vectorial render (PDF,PS, AI, etc.). I try with my algorithm but is very slow. Anyone know an algorithm for this purpose? Thx PD: Sry for my english.

Normalization CubeMap vs normalize()

17 February 2008 - 10:21 PM

Hi all! A few days ago I made a demo of dot3bump. When i made the pixel shader, i used the normalize function instead of normalization cubemap. In some forums i had read that in new graphics cards there aren't differences in performance. Is this true? Another question : When i build the vertexs buffers and i found one vertex with two different uv coordinates, there are another solution more efficient than duplicate the vertex? Thxs for replys. PD: Sry for my english. PD: U can view some images of the demo here (Spanish) : http://beerss.spaces.live.com/