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#openrndr

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The program no longer crashes and the fix was simpler than I thought.

Instead of comparing rounded doubles (what a silly idea) I did the proper thing, which is abs(a - b) < epsilon. A lot of times 🙂 Takes maybe half second to generate the design. Then I can pan, zoom and rotate to find a screenshot I like.

I'm thinking that the lines that end in lonely places should end with a tiny knot. I may try that next.

This iteration has been a big challenge: Generate shapes, get their concave hull, pack those hulls, calculate the transformation matrices mapping the original hulls to the packed ones. Apply those transformation matrices to the original shapes. Finally play with a 2D camera to find the right shot.

And I still have an interesting rounding bug which doesn't fit in this description :)

"Layers upon layers upon layers"

Source code: codeberg.org/hamoid/genuary202

Inspired by the white plastic plate we have under our sprouting glass jars to collect water. The water is not perfectly transparent and leaves subtle wobbly contours on the plate. After more and more layers of subtractive tinted water, a beautiful painting is being revealed.

I just figured out how to generate lines on a compute shader. The program generates 100 lines with 1000 vertices in each line, then renders them as line strips.

This is the kind of thing I used to draw when GPUs didn't exist even in sci-fi XD

Next I'll try to render triangle strips and plain triangles.

Hi 👋 aBe from Berlin, DE here. Artist creating static, moving and interactive visuals. Sometimes giving #shader or #CreativeCoding workshops. Contributing to #OPENRNDR since 2020.

I value: nature, meeting people offline, cycling and walking, collaboration above competition and FLOSS.

I like any form of creation: arranging fallen sticks in the forest, toilette paper carton board origami or doing ball-pen graffities on bananas.

Here for inspiration and to learn from others 😃