Menger's Mice are eating my cheeze cube! ---------------------------------------- A little intro for the DBF spinning cube challenge (April/May 2012). This was put together in OpenGl (with a few GLSL shaders) and uses 4kLang to provide the sound. The intro is based around a Menger Sponge, which I'm sure a lot of you are aware of or have seen examples of before. You can read more about them here: http://en.wikipedia.org/wiki/Menger_sponge (if you're interested). I had hoped to release this as a 4k, but it was a little fat and I had a few issues, so I dumped the code into the bones of an old intro I had lying around. There's all sorts of crap and bloat in here that's not used (perlin noise texture generators, god rays shader etc) but I left it in because I am lazy :) You can read more about what's going on with the Sponge in the scrolltext. The code for drawing the sponge itself came from an example in the GLSL Sandbox gallery (http://glsl.heroku.com/) by The Savage. If you're not checked out the GLSL Sandbox before, please do. Even if you're not interested in coding shaders, there are loads of interactive examples that are fun to play with. You can also change them in realtime if you do fancy playing with a bit of GLSL. I've also learned a lot of my post processing filter tricks by poking around in the shader code in Rez's various Razor1911 intros. If you're interested in checking out what's going on inside shaders and texture memory when intros are running, then grab a copy of GeDebugger (http://www.gremedy.com/products.php). It's a great little tool. GLSLDevil is also worth mentioning, although I haven't found it as useful as GeDebugger. Anyway, I digress... This isn't the fastest of intros. I get a good few hundred FPS on my GTX580 (which is quite a beast) so hopefully it should run at 60fps or so on most reasonable systems. If it's running slow, try in windowed mode as that will likely be faster (less rays to march). I haven't tested this on ATI cards, but it should be OK. My Nvidia card reports no real errors during shader compilation (so fingers crossed). I've also only just tested this on 4x3 display and notice that the filter effects make some rather harsh lines on the screen. If you have a square monitor and this bothers you, please run in windowed mode. Ok, that's it really. Thanks to Hellfire for helping me with a timing accuracy issue that was affecting my scroller. Source will be posted after the compo finishes. I'll endevour to tidy it up a bit too. Cheers, Raizor