Hi,

MilkDrop's "per-pixel" and Flickernoise's "per-vertex" equations are exactly the same.

First versions of MD improperly called them "per-pixel", but they also changed the name to "per-vertex" later. Both MD and FN use the same linear interpolation between vertices.

To get an idea of what these equations do, you can imagine that the current picture is mapped to a surface made of rubber, on which you have a grid of handles (the "vertices") that you can move to distort the picture. You can move a "handle" using dx (in the horizontal direction) or dy (in the vertical direction) in a per-vertex equation. The input variables x and y (between 0 and 1) give the position of the current "handle".

For example, this gives a (repeated) sinewave distortion of the picture:
per_vertex=dy=0.1*sin(12*x)

You can write to other variables (zoom, rot, ...) in per-vertex equations to produce local effects. Also, besides x and y, there are two other input variables that depend on the current vertex:
* rad, which gives the distance from the center of the screen
* ang, which gives the angle between the current vertex/"handle" and a horizontal line at the center of the screen. ang is not supported by FN yet.

S.
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