cos(RMS)=X/pixX^2+pixY^2(Pixel Manipulation)
cos(Wir)=Z/pixX^2+pixY^2(Pixel Manipulation)
Z/X=cos(Wir)/cos(RMS)
CODE BELOW
cos(RMS)=X/pixX^2+pixY^2(Pixel Manipulation)
cos(Wir)=Z/pixX^2+pixY^2(Pixel Manipulation)
Z/X=cos(Wir)/cos(RMS)
CODE BELOW
cos(R)=X/pixX^2+pixY^2(Pixel Manipulation)
cos(Wi)=Z/pixX^2+pixY^2(Pixel Manipulation)
Z/X=cos(Wi)/cos(R)
Zsin()+Xcos()Zcos()-Xsin()YWi 3bitR 8bitRotation Equation 11bitRotation matrix only XX*(cos(RMS+Wi)+Z/Xsin(RMS+Wi))Makes an image Wavy Moving closer to the image makes it appear to rotate.
CODE BELOW
for (var RMS = 0; RMS < 256; ++RMS) {for (var Wir = 0; Wir < 8; ++Wir) {rotoS[RMS*8+Wir]=-1+1/(Math.cos((RMS+8*Wir)/128.0*3.14)+(Math.cos(Wir/16.0*3.14)/Math.cos(RMS/128.0*3.14))*Math.sin((RMS+8*Wir)/128.0*3.14))}}data[i+((-Math.abs((i%512)-256)*rotoS[256])+0.5| 0)%512] = (a << 24) |(b << 16) |(g << 8) |r;
Doing this doesn't fix it by the way
The problem Is basically i use the rotation matrix to get X and subtract the Old PixX and input the new X there isn't anything else
<code>
The following shrinks with the Rotation matrix with no artifacts but i prefer the rotation before more. It only scales and doesn't rotate. Since this is the Rotation equation why doesn't it rotate the X,Y,Z plane using Wi as the z divided by magnitude of vector pixX,PixY
The following shrinks with the Rotation matrix with no artifacts but i prefer the rotation before more. It only scales and doesn't rotate. Since this is the Rotation equation why doesn't it rotate the X,Y,Z plane using Wi as the z divided by magnitude of vector pixX,PixY
rotoS[RMS*8+Wir]=(Math.cos((RMS+8*Wir)/128.0*3.14+Math.cos(RMS/128.0*3.14)/Math.cos(Wir/16.0*3.14)*Math.sin((RMS+8*Wir)/128.0*3.14)))data[i-i%480+((Math.abs((i%480)-240)*rotoS[64+chig])+0.5| 0)] = (a << 24) |(b << 16) |(g << 8) |r;}
I figured it out I have to redo the Zbuffer with Wi if I do it this way which would make it larger than if I just Rerender the plain and I have to make sure I didn't Write the wrong equation for Wi. This takes up more RAM each frame With Zbuffer+NewPixX+newPixY Var each at 8 bit that its more efficient to just rerender the 16 bits.