Does anyone know the mathematics that drive the 'zoom exponent' setting? It seems that the value either alters the vertices passed by the vertex shader or is passed by each vertex to the fragment shader, and is used to alter the zoom based on the length of the vector from center screen to the vertex in question. I haven't been able to determine anything conclusive, but I also haven't delved into the source code (nor would I know where to look if I did).
Note that I've made the assumption that the mesh specified in MilkDrop's settings determines a wireframe for the rendering - a 3x3 mesh, for example, would result in four quads joined into a square.
Note that I've made the assumption that the mesh specified in MilkDrop's settings determines a wireframe for the rendering - a 3x3 mesh, for example, would result in four quads joined into a square.
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