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
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