Monthly Archives: October 2014
Emulated double precision in OpenGL ES shader
In the previous post, Generating the Mandelbrot set in an OpenGL ES shader, there was blockiness caused by the low precision of the fragment shader at a zoom level of just 100x. We would like to be able to scale the fractal by … Continue reading
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Generating the Mandelbrot set in an OpenGL ES shader
Fractals are easy to parallelize and GPUs are insanely fast at parallell tasks. Mobile devices are not intended to be used this way so we can forget about OpenCL and other GPGPU techniques and we can expect to find obscure vendor specific limitations … Continue reading
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