I have came up to something like this:
float MinRe = -2.0f; // real
float MaxRe = 1.0f;
float MinIm = -1.0f; // imaginary
float MaxIm = MinIm + (MaxRe - MinRe) * WindowData.Height / WindowData.Width;
float Re_factor = (MaxRe - MinRe) / (WindowData.Width - 1);
float Im_factor = (MaxIm - MinIm) / (WindowData.Height - 1);
int MaxIterations = 50;
int iter=0;
for (int y = 0; y < WindowData.Height; ++y)
{
double c_im = MaxIm - y * Im_factor; // complex imaginary
for (int x = 0; x < WindowData.Width; ++x)
{
double c_re = MinRe + x * Re_factor; // complex real
// calculate mandelbrot set
double Z_re = c_re, Z_im = c_im; // Set Z = c
bool isInside = true;
for (iter=0; iter < MaxIterations; ++iter)
{
double Z_re2 = Z_re * Z_re, Z_im2 = Z_im * Z_im;
if (Z_re2 + Z_im2 > 4)
{
isInside = false;
break;
}
Z_im = 2 * Z_re * Z_im + c_im;
Z_re = Z_re2 - Z_im2 + c_re;
}
if(isInside)
{
GL.Color3(0, 0, 0);
GL.Vertex2(x, y);
}
}
}
I have tried in few ways, but most of the times ended with single color around set, or whole screen with the same color.
How to set up colors properly?
When I tried this, I just set the outside colour to RGB (value, value, 1) where value is (in your parlance) the fourth root of
(iter / MaxIterations)
. That comes out as a quite nice fade from white to blue. Not so bright as duffymo's, though, but with less of a 'stripy' effect.