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Infinity8378

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About Infinity8378

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  1. Infinity8378

    Unexpected effect with X rotation matrix

      Wi was fine when I checked.
  2. Infinity8378

    Unexpected effect with X rotation matrix

      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.
  3. Infinity8378

    Unexpected effect with X rotation matrix

    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; }
  4. Infinity8378

    Unexpected effect with X rotation matrix

    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
  5. Infinity8378

    Unexpected effect with X rotation matrix

    Doing this doesn't fix it by the way rotoS[RMS*8+Wir]=(-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))
  6. cos(RMS)=X/pixX^2+pixY^2(Pixel Manipulation) cos(Wir)=Z/pixX^2+pixY^2(Pixel Manipulation) Z/X=cos(Wir)/cos(RMS) Zsin()+Xcos() Zcos()-Xsin() Y   Wi 3bit R 8bit Rotation Equation 11bit  Rotation matrix only X X*(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;  
  7. I'm just looking for the correct zooming algorithm??
  8. problematic code function BB(e){ switch(locA) {     case 0:          GBV=SQQ*RESX;          GBC=480-(480/SQQ);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ), 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+1*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+2*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+3*GBV, 513,GBV,SQQ*RESY);       break;     case 1:         GBP=2*RESX+(4*step);          GBA=(2*(FQ-step))+240;         ctx.drawImage(IMAGEB, 0,0,1024,480,3*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,2*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,1*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,GBA, 513,GBP,RESY+(2*step));     break;     case 2:          GBV=SQQ*RESX;          GBC=480-(480/SQQ);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ), 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+1*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+2*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+3*GBV, 513,GBV,SQQ*RESY);     break;     case 3:         GBP=2*RESX+(4*step);          GBA=(2*(FQ-step))+240;         ctx.drawImage(IMAGEB, 0,0,1024,480,3*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,2*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,1*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,GBA, 513,GBP,RESY+(2*step));     break;     case 4:          GBV=SQQ*RESX;          GBC=480-(480/SQQ);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ), 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+1*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+2*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+3*GBV, 513,GBV,SQQ*RESY);       break;     case 5:         GBP=2*RESX+(4*step);          GBA=(2*(FQ-step))+240;         ctx.drawImage(IMAGEB, 0,0,1024,480,3*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,2*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,1*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,GBA, 513,GBP,RESY+(2*step));     break;     case 6:          GBV=SQQ*RESX;          GBC=480-(480/SQQ);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ), 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+1*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+2*GBV, 513,GBV,SQQ*RESY);         ctx.drawImage(IMAGEA, 0,GBC,512,480,(FQ)+3*GBV, 513,GBV,SQQ*RESY);     break;     case 7:         GBP=2*RESX+(4*step);         GBA=(2*(FQ-step))+240;         ctx.drawImage(IMAGEB, 0,0,1024,480,3*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,2*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,1*GBP+GBA, 513,GBP,RESY+(2*step));         ctx.drawImage(IMAGEB, 0,0,1024,480,GBA, 513,GBP,RESY+(2*step));     break;         default: } } var Qval=e.keyCode; switch (Qval) {          case 39:                if((locA%2)==1){                FQ=-1*((-1*FQ)%((6*(RESX+(2*step)))));                }else{                FQ=-1*((-1*FQ)%(3*(RESX*SQQ)));                }                FQ--;             break;         case 87:                //up             if((locA%2)==1){             if((step>99)){             locA=(locA+1)%8;             step=0;             }else{             step++;             FQ-=FQ/512             }             }else{             if((SQQ>2)){             locA=(locA+1)%8;             SQQ=1;             }else{             SQQ=SQQ+0.04;             FQ-=(RESX*SQQ*0.02)             }             }             break;         case 37:                if (FQ<0){                FQ++;                }else{                FQ--;                }             break;         case 83:               //down             if((locA%2)==1){             if((step<1)){                          locA=(locA+7)%8;             step=99;             }else{             step--;             FQ+=FQ/512             }             }else{             if((SQQ<1)){             locA=(locA+7)%8;             SQQ=2;             }else{             SQQ=SQQ-0.04;             FQ+=(RESX*SQQ*0.02)             }             }             break;        default:     } }
  9. Basically what I want is to mask an image and then make it take full screen from it's original resolution. This should allow me to convert 6bit images every frame to an average of 2bits over 9 frames at 30FPS so 1 new 6bit frame every 9 frames
  10. Infinity8378

    Mountainous Roughness Equation to texture

    Memory Triplanar vs Mine(any plane)   4B Heightmap*1024^2+6B=3*16bit texture 1024^2+3B=Normal map*24*1024^2     13BPP*1024*1024 constant (3/4BPP*720*1024)   26 times better No texture Projection/Clipping/Streched or blurred textures/Perlin Generator/Cubic Interpolation/Other interpolation with 16bit Floats and a lot cheaper to run
  11. Infinity8378

    Mountainous Roughness Equation to texture

    The image is 6 BitsPerPixel or .75BytesPP   mm in my code was set to the Roughness Function and    With WebP it becomes .065BytesPP which is enough for WEB at 2.4MBytes/s(360 by 512)
  12. Infinity8378

    Mountainous Roughness Equation to texture

    Got Good Terrain  
  13. Infinity8378

    Mountainous Roughness Equation to texture

      I got what I was looking for now I need to learn WebP
  14. Infinity8378

    Mountainous Roughness Equation to texture

    Close to what I'm shooting for. Darktree http://www.darksim.com/html/dt25_description.html TexRD http://www.texrd.com/ Texture Garden http://texturegarden.com/
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