FragM 2.5.3 update

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Offline 3DickUlus

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« Reply #45 on: August 03, 2019, 04:57:16 AM »
Tnx @SCORPION fixed now :)

Offline SCORPION

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« Reply #46 on: August 21, 2019, 04:07:44 PM »
To my great regret, the latest stable version of FragM is Fragmentarium-2.5.0-190614-winex.
This version does not crash, but reports errors. All subsequent versions fall instantly.

Offline mclarekin

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« Reply #47 on: August 22, 2019, 06:27:58 AM »
i am using 190723-winex, and have had no problems.  ( I did have to update the TDR in the registry, as a recent windows update had removed them)

Offline 3DickUlus

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« Reply #48 on: August 23, 2019, 07:38:12 AM »
Will be building a new release soon, will need some testing in the wild, claude has been doing some nice things with FragM on github, we've squashed a few bugs and added a few features. Will work on a proper write up of changes, a lot of small things and a few big things. Hat tipping to claude for his enthusiasm and coding.

Offline 3DickUlus

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« Reply #49 on: September 12, 2019, 12:22:53 AM »
A summary of the latest changes in FragM 2.5 now in git master, soon to be released ;)

    [feature] bind fqScript to F6 key
    Instigated by some discussion with user kosalos Shift+F6 binds file F6 executes script.

    [feature] #line directives for GLSL compiler error reporting
    Error line number reported correctly for included files, buffershader files and fragment file.
    Lines in log window have Open File context menu entry (RMB) opens the file    and jumps to error line.

    [bugfix] slider min == or > max/2 causes failure of slider functionality
    Tnx @SCORPION

    [enhancement] subframe is not reset when changing BufferShader uniforms
    So changes don't cause restarting the accumulation rendering.

    [enhancement] Buffershader uniforms are now independent
    They don't have to be declared in 3D.frag and shadowed in Buffershader.frag, they can just be declared once in Buffershader.frag
    BufferShader uniforms now have a 1px boarder indicating they are declared in or used by the BufferShader code.

    [feature] camera 2d skew
    Extends 2D camera with rotation and skew support.

    [feature] logarithmic slider support
    Syntax: new string Linear or Logarithmic after slider, before lock spec.

    [enhancement] Complex.frag improvements

    [enhancement] Using GLM internally

    [enhancement] Examples and Includes frags have better GLSL Spec compliance
    stabilizes behavior between different GL implementations AMD/Intel/nVidia

did I miss anything? Thanks @claude for making a lot (most?) of this happen  :thumbs:
   
...and there's some great stuff going on in the Fragmentarium code snippets thread

Offline 3DickUlus

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« Reply #50 on: September 14, 2019, 01:11:23 AM »
Humblest apologies to FragM fans, the release won't be ready for some time yet as all of the changes have not been thoroughly tested and there seems to be some conflicts in the animation control and image saving since this last round of "improvements"... the never ending story... Friday 13th. ahhhk! it's a full moon too  :P
« Last Edit: September 14, 2019, 09:36:39 AM by 3DickUlus »

Offline 3DickUlus

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« Reply #51 on: September 16, 2019, 05:20:55 AM »
Ok, cleaned up and released as "Development Release" a few more tidbits...

* reports easingcurves in --verbose mode
* improved builtin var handling re: time, subframes, frontbuffer, backbuffer etc.
* render output dialog picks up time change immediately

* rendering all frags properly (except Reaction-Diffusion.frag it does render correctly in the program but doesn't save images properly)
* keyframe animation passes tests
* easingcurve animation passes tests
* jump to errorline passes tests

ready for testing by some brave souls, I hope the wait was worth it. Download packages for Win and Lin from github

Offline mclarekin

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« Reply #52 on: September 16, 2019, 07:13:56 AM »
I am not experienced enough to test the tidbits, but can report winexe is working fine :thumbs:

Offline 3DickUlus

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« Reply #53 on: September 17, 2019, 02:23:38 AM »
I'm trying to put together a test suite that will run the program through it's paces and test the stuff I've added since v1.0, another test will be to make sure that everything in v1.0 still works as expected in v2.5.0, should be able to pull it off with shell scripts and fqScripts. I've already got a script that renders all the frags and another that tests glsl error handling but it's not automated, still requires a human to look at the log window and RMB on a line to load the file and see it jump to the correct error line, I'm sure it can be automated but will probably require a "special" test mode and some coding to make it fly.

Moving to 3.0 will mean that all of the frags will have to get updated and GL < 3 will no longer be supported, that implies that old frags won't work without conversion (should be able to write that in but we'll see). Another thing for FragM 3.0 is that sliders will be created dynamically based on the variable type, no more Slider decls just a comment line that indicates min/max/and default values, and uniform blocks will be used to create tabs, and some new stuff for attributes and layout location but I have to get familiar and comfortable with the new stuff before I start to code FragM for it.

Also, gl_ProjectionMatrix and gl_Vertex will have to be replaced/reworked, calculated on the C++ side and passed in as uniforms before render
https://stackoverflow.com/questions/21980947/replacement-for-gl-position-gl-modelviewprojectionmatrix-gl-vertex
is a good thread about this and it doesn't look too complex, ideally, FragM should handle legacy, as well as modern glsl seamlessly, and it might, but it also might be better to start fresh using FragM2.5.0 as a template, with the latest and greatest Qt glm OpenEXR GL glsl and things and leave the legacy stuff behind entirely.

I dunno  :-\  have to consult with the development team and see if all of this is possible ??? will require some effort and dedication, for a free program those things are hard to come by, and the dev team is me with random bursts of input and code from claude and others, I certainly consider claude as "on the team" and your input is always welcomed with interest, but it's all still very loose and adhoc. Maybe when I retire I might be able to dedicate some real time to all of this but for now it will be slow going.

I would be very interested to hear back on weather or not the latest improvements, listed in previous posts here, cause any problems, I've tested as much as I can for now, it all seems to work well here on my GTX 760  :thumbs:

Offline 3DickUlus

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« Reply #54 on: December 01, 2019, 11:02:39 AM »
A lot of activity in the last while... many thanks to claude for all the input, testing, code and ideas :thumbs:

Most recent changes...

Bump GL 4.1 to 4.5 for GL Debug (linux only)
Fixes for texture initialization and maintenance
Better shader status checking
Added Group to Preset option to group tab buttons + Hotkey F4
Loads EXR RGBZ format

...and some (more) cleanup and bug squishing, check the git change logs for more details.

Download packages for Win and Lin from github

Offline mclarekin

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« Reply #55 on: December 02, 2019, 01:58:11 AM »
the win exe will not load for me.

 Is there some sort of log that i can provide to help track down the issue?


Offline 3DickUlus

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« Reply #56 on: December 02, 2019, 04:20:59 AM »
hmmm... testing under wine here, seems to work...

will move to the other box and give it a run...

...installs and runs on windows box too ???

Offline 3DickUlus

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« Reply #57 on: December 16, 2019, 12:14:19 AM »
OSX release needs testing, fails on my Mac Book  :-\

Offline 3DickUlus

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« Reply #58 on: December 16, 2019, 12:21:34 AM »
the win exe will not load for me.

 Is there some sort of log that i can provide to help track down the issue?

hmmm.... logging to file is turned off by default and you need to run FragM to turn it on in Preferences so if you can't run it from the desktop you can't turn on log to file  :))  yeah will add that as a cmdline option for -console version.

is the most recent version working for you? runs well on all of my machines and I just got a macbook to play with  :thumbs: so will hopefully get a debugged and working app package out there soon.  ::)

Offline claude

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« Reply #59 on: December 16, 2019, 12:45:21 PM »
One reason Mac might fail is crippled OpenGL support. They want you to use proprietary Metal. Also notarization requirements in latest version are hostile.


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