Hi Nate, Thank you so much for such detailed explanation. I will do some tests with Flickernoise patches. Now I understood what to expect by setting 'vertex='. Still need a lot of practices :-).
Thank you very much! Yi On Jan 10, 2012, at 12:03 AM, Nate Eizenga wrote: > Hi Yi, > > As long as the code hasn't changed too much from Milkdrop, per vertex > variables are, basically, per-pixel equations. They allow for alteration of > visuals based on distance from the center of the screen, x-position, > y-position, angle, etc. They're called per-vertex as opposed to per-pixel > because they are not calculated for every pixel; the values are calculated > for every pixel on an X by Y mesh, and then values between are interpolated > based on the calculated values to speed up the process. One of the people > actually developing the software could probably be a little more specific > regarding how this operates on the Milky Mist. > Hope that helps, > > Nate > > Semi-unrelated: is there a Flickernoise manual sitting around anywhere? I'd > love to get my hands on it... > > On Mon, Jan 9, 2012 at 10:48 AM, Yi Zhang <[email protected]> wrote: > Hi, > > The variables for per-frame is very easy to understand. Basically is > manipulate each frame. But I didn't get what per-vertex variables do? Could > anybody give me some explanation? > > Thanks, > Yi > _______________________________________________ > http://lists.milkymist.org/listinfo.cgi/devel-milkymist.org > IRC: #milkymist@Freenode > > _______________________________________________ > http://lists.milkymist.org/listinfo.cgi/devel-milkymist.org > IRC: #milkymist@Freenode
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