Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 Jogl/JogAmp on the Web, Desktop and Mobile 2012
Presenting JogAmp's upcoming release on PC and mobile devices, for Web applications and stand-alone. Running on desktop PCs (x86_32 and x86_64) Linux, Windows, OSX, Solaris - as well as on Linux ARMv4 soft-float, Linux ARMv7 hard-float and Android ARMv7. It supports all Java plugins (traditional or JNLP) and features easy deployment.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T23_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T22_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T21_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T20_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T19_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T18_JOGL
*sigh* Flares again ... another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T17_JOGL
Again another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T16_JOGL
Those flares again :) Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T15_JOGL
Those flares are driving me nuts :) Again another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL Skeletal Animation using JOGL 2.0
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 MD2 Keyframe Animation
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T14_JOGL
Another quick fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T09_JOGL
And yet another fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T03_JOGL
Yet another fragment shader variation that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Julia_Transform_T01_JOGL
Fragment shader that calculates a julia-set fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Mandelbrot_Overview_T01-T39_JOGL
An overview of nearly ~40 variations of my fragment shader that calculates a mandelbot fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Mandelbrot_ZoomIn_T22_JOGL
And again another variation of my fragment shader that calculates a mandelbot fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Mandelbrot_ZoomIn_T28_JOGL
Again another variation of my fragment shader that calculates a mandelbot fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.
Youtube Video Thumbnail 1 Youtube Video Thumbnail 2 Youtube Video Thumbnail 3 OpenGL_FractalBitmapOrbitTrappig_Mandelbrot_ZoomIn_T27_JOGL
Yet another variation of my fragment shader that calculates a mandelbot fractal, but instead of coloring the fragments using the iteration count of the IFS, the shader analizes the sequence of points that was generated during the iteration process (called the 'orbit'). The resulting point cloud is then used to calculate an offset to a given bitmap (eg taking the center of the cloud as offset). The whole process is called 'fractal bitmap orbit trapping'.