Old 28th March 2008, 17:18   #1
m3sSh3aD
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milkdrop using pictures???

How is this done? I mean like when you see a picture of something. I remember like a sunset but its like a moon instead. Are they speites? and if so, i dont really understand sprites, can someone explain?

Thanks
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Old 29th March 2008, 09:34   #2
fed0r
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Hi m3sSh3aD.
This pictures aren't sprites, they're drawn by shaders. See 'PIXEL SHADERS' topic in 'milkdrop_preset_authoring.html' for explanation.
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Old 31st March 2008, 18:21   #3
m3sSh3aD
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Hey thanks, But i noticed the image i saw was a picture out of the 'textures' folder. I'm not ver good at explaining as i have not dived into how it all works myself to much. Only found the VJ mode not too long ago
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Old 2nd April 2008, 12:47   #4
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Well if you don't understand this, press F9 while editing to view quick guide.
Also here's the code which allows you to wiew the picture.
code:

sampler sampler_wrenches; // loads 'wrenches.[bmp/jpg/gif]' from textures folder
shader_body //just the start point
{
ret=tex2D(sampler_wrenches,uv).xyz;
//draws R,G,B channels(same as color.xyz) to coordinate [uv]
//from pixel [uv] in the [sampler_wrenches], which
//is the same as 'wrenches.jpg'.
//UV is the coordinates; it contains 2 floats,like:
//
//uv.x=0.2; uv.y=0.3;
//
//where uv==float2(0.2,0.3).
//So, if your screen resolution is 1000x2000, then
//uv is the pixel (1000*0.2,2000*0.3)=(200,600).
//UV is useful because if you use different resolutions,
//the result is stretching the picture to fit on screen.
//As pixel shaders execute every pixel,
//uv coords change, and the every pixel from loaded image
//goes to MilkDrop window.

}

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