GPU fragment programs
On machines with graphics chips that support
fragment programs, Graphing Calculator on Mac OS X
will compile equations for surface color and
clipping into OpenGL shaders which run on the GPU.
This leads to both higher quality and much faster
rendering, since the GPU evaluates the equation at
each pixel and has hardware to do so in parallel
while rendering the surface. (On machines with
older graphics cards, Graphing Calculator evaluates
the equations on the CPU once per vertex, rather
than once per-pixel. It would be much too slow to
do per-pixel function evaluations on the CPU.)
The images below link to pages showing the
fragment programs used in drawing the images, and
linking to the Graphing Calculator documents which
created them. You can download Graphing Calculator
Viewer here to open
these documents.
Some of these documents show shaders which act
as computed textures. The color of the surface is
given explicitly as a mathematical function of x,
y, and z in Graphing Calculator. Others show
shaders which act as a generalization of OpenGL
clip planes. Rather than defining the clipping
function by giving the equation of a plane,
however, Graphing Calculator allows for an
arbitrary mathematical inequality to specify which
fragments are clipped.
To output the fragment program generated from
the equation, select the equation and hold the
option key down while choosing "Copy As Shader"
from the Edit menu.
If the documents below do not produce the same
results on your computer, the graphics chip
probably does not support fragment programs.
If you've created any documents using this
feature to share with other users, please send them
to me at .
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