Old 16th October 2005, 07:34   #1
redi jedi
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next up, per pixel decay...

yep thats right, pretty sure i figured out how to do per pixel decay, not only that but separate decay for each color channel-> decay_r=rad looks pretty damn cool
i shouldnt really say pixel, just per the mesh size
i just need to set up the variable names and make it backwards compatible and were good to go

Blah!
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Old 16th October 2005, 08:17   #2
pike2k
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Do you plan to share the sources when it's usable ?

Why not use the repository @ SF ?

regards / pike (xbmc project manager)
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Old 16th October 2005, 15:12   #3
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Cool Redi that will be a nice addition.

Pike,

Personaly I am happy to keep it here at least for a bit. This is the main point of contact for MilkDrop stuff so it makes sense to keep stuff here.

"Rules are for the guidance of wisemen and the obedience of fools"

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Old 16th October 2005, 16:33   #4
pike2k
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Wink

keep discussion here - I understand that

but MD is opensource now after all, so I wouldnt mind if source was on a repository CVS/SVN or other I may have missed, all our MD changes are in a rar in XBMC's repository ( http://cvs.sourceforge.net/viewcvs.p...p%20Source.rar )

We're (patiently) awaiting any fixes or optimizations we can merge into our port

TIA / pike (XBMC project manager)
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Old 16th October 2005, 18:22   #5
redi jedi
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yes i do plan on posting my source. i kinda want to go through it and add some comments to it, to help explain it. it gets kinda deep sometimes, although i've only really read the frame cycle all the way through

Blah!
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Old 17th October 2005, 07:20   #6
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ok, added in decay_r/g/b, set them up so if there equal to zero(default) they will be set equal to decay(to make old presets work right) also added decay to per point if you wanna do pp calculations with old decay style.
added decay_r/g/b to blend functions + increased user vars to compensate

heres a big one...
figured out how to move the texture in shapes
it wraps too, i can make an option not to wrap, but it seems kinda pointless to me, does anyone see a reasion you would NOT want to wrap the texture in a shape?
well now you can set dtx/dty (var names still up for debate) to (x[or y] -.5) and the texture will be centered on the shape, like before when you put the shape in the middle, ya know how it looked like a coridor or whatever, well now we can move that effect away from the center

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Old 18th October 2005, 21:01   #7
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sorry i havent posted this version yet, but i just had to reformat my computer, and havent had a chance to finish it(the texture movement is currently ran off of w8 and w7, just need to add in the varibles and it will be set. still need to install VS6 i might get to it tonight, might not... got school so ya know.

oh btw, i got a tempory job(halloween store), witch is why "production" is slowed

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Old 19th October 2005, 08:28   #8
redi jedi
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ok here it is - per pixel decay & per color chanel(sweet)
added tex_cx and tex_cy to shapes!¿! even added them to the menu, have fun

http://www.milkdrop.co.uk/beta/vis_milk105beta4.dll

heres a preset so you can see what it does

Blah!
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Old 19th October 2005, 08:59   #9
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link doesnt work

hxxp://vis_milk105beta4.dll/
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Old 19th October 2005, 09:09   #10
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I fixed the link

BTW Redi could you change the name of the beta in Winamp.

It is still MilKDrop 1.04b Beta1

"Rules are for the guidance of wisemen and the obedience of fools"

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Old 19th October 2005, 13:18   #11
shifter
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Sweet! i'm having a lot of fun playing with this..

Thanks redi, its so good to be having updates

a couple of things to check tho:

the tex cx and tex cy options in the menu don't seem to work - they go to zero and then don't change

would it be possible to set the default scale of the texture coordinates to match those of the shape location? this would make it's asjustment much more intuitive
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Old 19th October 2005, 15:23   #12
redi jedi
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@rova - thanks for fixing the link(drugs are bad) and i'll fix the name later today

@shifter - thanks, and i'll look into the cx/cy in the menus, i didnt really test them, i think i might have set it up as a bool insted of float( i used tex_capture as a var model) as for the set-up of cx/cy it needs to be backwards compatible, so default needs to be .5,.5 (center of the screen) it is suspost to be set up so if you make it 0,0 it will be the top left corrner(dont think i corrected for y being backwards) 1,1 the bottom right,ect so its basicly the part of the entire screen that you want to center on. i'll do some more testing later, i've had like no time latly so i'm lucky i got it done at all, let alone have time to test it

tx for the feedback guys

Blah!
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Old 19th October 2005, 20:22   #13
redi jedi
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beta4

ok here it is, fixed the name, fixed tex_cx/cy in menus
(had to add boundrys, dont know why, but hey it works) also fixed how tex_cx/cy are calculated, so now tex_cx =1 is the right side of the screen, and 0 is the right, insted of like .75 and .25 or what ever it was(sorry about that, i was on the lighter side of the shuffle last night)

Blah!
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Old 21st October 2005, 16:43   #14
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This is alsolutely great work Redi, wd.

I've modded one of my older presets to look how it did in v1.02, before Ryan 'fixed' the decay bug.

I've posted it in the Presets forum. "Flicker 2005"

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Old 27th October 2005, 01:25   #15
Eo.S.
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>tex_cx =1 is the right side of the screen, and 0 is the right

er, what? is that supposed to be 1 is right and 0 is left?
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Old 27th October 2005, 02:34   #16
redi jedi
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i cant rember witch way it goes, i think its the same as x though, (0 = left, 1=right) but i'm dyslexic as hell so...

speaking of dyslexica, why whould they choose a name for a problem that makes it so you cant spell, that is so damn hard to spell, ask anyone whos dyslexic how to spell it, i'm sure you'll get a blank face(i had to look it up)

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Old 28th October 2005, 14:43   #17
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I still figure out my B's from D's sometimes by making two fists, two thumbs up, and knocking them together so I can look at the 'bed'... bd.. heh
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