Thanks for explaining. I did indeed get better results using a queue.
The reason I'd not tried using it was because the description of it
was a bit confusing:
"This patch implements a first-in-last-out queue of an arbitrary size
and which accepts any kind of values."
It seems to suggest that this is a FILO structure but the truth is
that it is actually implements a delay buffer (as a FIFO) and outputs
a structure type that could be used however you like. Using the queue
as a stack (FILO) would be a little cumbersome it seems.
In general, I'm finding the descriptions of patches in QC3 a little
lacking detail. Types of inputs and outputs in particular but also the
range of patches available - for example, what is the difference
between "Multiply" and "Multiply Blend Mode" exactly? The descriptions
given don't seem to be very revealing, and the functionality of
Multiply Blend Mode appears to be similar to Screen Blend Mode. Whilst
I'm happy to explore these differences and learn them for myself,
having accurate or detailed documentation would help a lot.
Thanks,
A.
On 1 Dec 2007, at 00:47, Alessandro Sabatelli wrote:
You'll have better results with the queue patch.
Also note that the delay is framerate dependent, whereas the motion
of the circle is not.
.xX
On Nov 30, 2007, at 3:30 PM, Adrian Ward wrote:
On 29 Nov 2007, at 22:33, Jack Hayward wrote:
In the example of the ball, I might have a sprite generating the
image of the ball, and LFOs modulating the X and Y coordinates so
that it moves around on the screen.
Cool... shadebobs!
I had a thought that holding an image for an arbitrary number of
frames would be pretty easy to implement as a JS patch but when I
tried it it doesn't run as smoothly as I imagined it would. It's
pretty simple, just a ring buffer holding __image types.
Is this a silly thing to try due to the sheer volume of memory
needed to hold, say, 50 frames of images?
Ade.
<Shadebobs.qtz>
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