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Author Topic: Line of code to deStrobe the colors for the canvas display  (Read 402 times)
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Posts: 18

« on: November 20, 2017, 04:01:22 PM »

The canvas updates are very rave-style and I get hypervelocity space travel from them. Can you please add a maths function on the end of the pixel render chain, that way is same to a radar phosphorescent display physics so it should be cool. Am I the only one who finds the current radar scope confusing to have on the screen?

canvasPixel[x,y].rgb.previous = canvasPixel[x,y].rgb.current //keep the more blocky resolution previous pixel

Coroutine to crossfade/transition every pixel in 2/4/20 steps for the next 3 seconds to the new color, using a timer:

for (i=0 to i<10)
//var tenStepCrossFadeVariable = (i/10)/10.0;
canvasPixel[x,y].rgb.dreamFxFade = Math.Lerp( canvasPixel[x,y].rgb.previous , canvasPixel[x,y].rgb.current , i/10)

//You could add another line to simulate a fake sparkle:

if i<5

var DiamantinePostProcess = Math.Floor (Random(1/10000.0)/10000.0)

Pixel[x,y] = Pixel[x,y] +DiamantinePostProcess;
« Last Edit: November 23, 2017, 12:30:25 PM by monstercolorfun » Logged
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