<string><html><head/><body><p>Checked: clip colors and gamma correct after density filtering.</p><p>Unchecked: do it after spatial filtering.</p></body></html></string>
</property>
<property name="statusTip">
<string/>
</property>
<property name="whatsThis">
<string/>
</property>
<property name="text">
<string>Early Clip</string>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QCheckBox" name="OpenCLCheckBox">
<property name="toolTip">
<string><html><head/><body><p>Use OpenCL to render if your video card supports it.</p><p>This is highly recommended as it will provide fluid, real-time interactive editing.</p></body></html></string>
<string><html><head/><body><p>Checked: use 64-bit double precision numbers (slower, but better image quality).</p><p>Unchecked: use 32-bit single precision numbers (faster, but worse image quality).</p></body></html></string>
<string><html><head/><body><p>Checked: show all xforms while dragging.</p><p>Unchecked: only show current xform while dragging.</p></body></html></string>
<string><html><head/><body><p>Use full density estimation filtering for interactive editing using OpenCL.</p><p>This is slower, but gives better feedback.</p></body></html></string>
<string><html><head/><body><p>The default quality per device to use for the interactive renderer when using OpenCL.</p><p>30 is a good number for this, but you can use a larger value if you have a faster GPU.</p></body></html></string>
<string><html><head/><body><p>The number of ~8M iteration chunks ran using OpenCL in interactive mode for each mouse movement.</p><p>Increase this number for a higher quality image on each mouse movement, at the expense of responsiveness.</p></body></html></string>
</property>
<property name="prefix">
<string>OpenCL chunks per mouse movement </string>
<string><html><head/><body><p>Use full density estimation filtering for interactive editing on the CPU.</p><p>This is slower, but gives better feedback.</p></body></html></string>
</property>
<property name="text">
<string>Full DE</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="CpuSubBatchSpin">
<property name="toolTip">
<string><html><head/><body><p>The number of ~10,000 iteration chunks ran per thread on the CPU in interactive mode for each mouse movement.</p><p>Increase this number for a higher quality image on each mouse movement, at the expense of responsiveness.</p><p>The number of iterations done in each chunk is controlled by the Sub Batch Size field in the Flame tab.</p></body></html></string>
</property>
<property name="prefix">
<string>CPU chunks per mouse movement </string>
</property>
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>100</number>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QSpinBox" name="ThreadCountSpin">
<property name="toolTip">
<string><html><head/><body><p>The number of threads to use with CPU rendering.</p><p>Decrease for more responsive editing, increase for better performance.</p></body></html></string>
</property>
<property name="prefix">
<string>Threads </string>
</property>
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>64</number>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QSpinBox" name="RandomCountSpin">
<property name="toolTip">
<string><html><head/><body><p>The number of random flames to generate on startup.</p><p>These are usually of low quality, so leave the count as 1 unless you are searching for good randoms.</p></body></html></string>
<string><html><head/><body><p>The percentage of a sub batch to execute on each thread per kernel call when using OpenCL in interactive mode. Default: 0.025 (256 iters).</p><p>Increase this number for a higher quality image on each mouse movement, at the expense of responsiveness.</p><p>Note that this can cause a crash and subsequent restart of the graphics driver if each kernel call takes too long. So reduce the value if you encounter such a problem.</p></body></html></string>
</property>
<property name="prefix">
<string>OpenCL sub batch percent per thread </string>
</property>
<property name="decimals">
<number>3</number>
</property>
<property name="minimum">
<double>0.010000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<double>0.010000000000000</double>
</property>
<property name="value">
<double>0.025000000000000</double>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QSpinBox" name="CpuQualitySpin">
<property name="toolTip">
<string><html><head/><body><p>The default quality to use for the interactive renderer when using the CPU.</p><p>10 is a good number for this, but you can use a larger value if you have a faster system.</p></body></html></string>
<string><html><head/><body><p>Checked: load the flame from the previous run on startup.</p><p>Unchecked: create randoms on startup.</p></body></html></string>
<string><html><head/><body><p>Share the memory between the final image output and the OpenGL texture used to display the image result on the interactive renderer.</p><p>This is a highly recommended performance optimization for interactive editing when using OpenCL if your card supports it.</p><p>If creating the OpenCL renderer fails, uncheck this option. You will see a slight performance decrease in interactive rendering.</p></body></html></string>
</property>
<property name="text">
<string>Shared Texture</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="YAxisUpCheckBox">
<property name="toolTip">
<string><html><head/><body><p>Checked: Positive Y direction is up.</p><p>Unchecked: Positive Y direction is down.</p></body></html></string>
<string><html><head/><body><p>Use transparency in the final image.</p><p>This will not make a difference in the editor, but will when saving as .png and opening in other programs.</p></body></html></string>
<string><html><head/><body><p>Continually update output image during interactive rendering.</p><p>This will slow down performance, but will give continuous updates on how the final render will look. Note that only log scale filtering is applied on each update. Full DE is not applied until iteration is complete.</p></body></html></string>
<string><html><head/><body><p>Save each RGBA component as 16-bits when saving Png files.</p><p>This leads to greater color precision for use in high end rendering and display on HDR monitors, however it makes the file size larger.</p></body></html></string>
<string><html><head/><body><p>Checked: scale and rotate when dragging affines while holding shift.</p><p>Unchecked: only scale when dragging affines while holding shift.</p></body></html></string>
<string><html><head/><body><p>The behavior of the cos, cosh, cot, coth, csc, csch, sec, sech, sin, sinh, tan and tanh variations are different in flam3/Apophysis versus Chaotica.</p><p>Checked: use the Apophysis behavior.</p><p>Unchecked: use the Chaotica behavior.</p></body></html></string>