Thanks! The analogy you used made it so easy to understand what vertex is. I 
also used your code in some patches. The results look really cool! :-)

Yi

On Jan 10, 2012, at 12:48 AM, Sébastien Bourdeauducq wrote:

> 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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