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. > _______________________________________________ > http://lists.milkymist.org/listinfo.cgi/devel-milkymist.org > IRC: #milkymist@Freenode _______________________________________________ http://lists.milkymist.org/listinfo.cgi/devel-milkymist.org IRC: #milkymist@Freenode
