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Droste effect? Now he´s a bit of a weirdo… you might say. Nuts to you! When I fetched an old paperback with prints of Dutch graphic artist M.C. Escher, I was once again charmed by his pictures...
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sure you bought and not pre-ordered it today? ´cause I don´t see a link on Adobe, Adobe shops, Amazon or elsewhere where I could buy Flash CS4. Like Keith Peters wrote a few days ago: Adobe...
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disappointing to read this, but ok, next time no post ;)
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and additionally to that, you could setup a sin- and cosine-table (object, class or array), precalculate all your circle math, so that you can shorten your calculations when accessing the main...
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"yes, of course"...
I´ve already uploaded a few to adobe´s pixel bender exchange:
fisheye
smudge
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why don´t you just quick- or bubblesort your displayList (regarding to the z-Order) of each clip, that´s very fast and lightwight.
drek
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and right now, I´ve released my second image processor, dealing with voronoi diagrams - here.
cheers
drek
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Hi,
a few days ago I posted my first image processor experiment, based on delaunay triangulations. now, my second release is done, and this time I´ve played around with voronoi diagrams.
...
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I will not release the sources right now, ´cause that processor is a part of a few image processors that I develop right now.
When all the work is done and implemented in the project I do all...
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...that not a thing of you must have to set a specific number of anchor points.
just as many as you like to. if you set lesser points, then the triangulation is logically ruffer and the image isn´t...
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...in a couple of basic steps (without the math stuff):
1.) Read-In the image and loop-for width-, height-, and colour-values of the image
2.) Store those values in an array
3.) built up...
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Hi,
currently I´m writing a few image processors in AS3. Initially I`ve implemented a Delaunay triangulation that works quiet fine and performat (by having ~25 FPS constantly).
...
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A while ago I started coding this snippet playing with luminous flux and stayed on patching several functions or adding filters. For now, I decided to stop that process for the moment and just...
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Here are some Flash10-examples ( & sources ) developing PixelBender-Shaders to use as filter within flash:
- Fisheye-Filter
- Slicer
- Smudge
Enjoy.
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Hi,
I will post the whole 3d bubble-system code as soon as I´ve finished working it out.
cheers
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Currently I´m working meticulously on this 3d bubbly-system. It imply that it´s going to be a massive use of all kind of bitmapData-filters.
http://www.dasprinzip.com/pExamples/littleBubbles.jpg...
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Here is the result of one bored hour despairing on lousy TV programs. Why not script some “Irrlichter” if boredom haunts you - seems to be an acceptable alternative for me.
Launch
Sources
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Recent days I´ve played with pv3d´s 2.0 shading-capabilities. My idea was to create a little impostor-mapping, using pv3d-shaders (origin sources by mr.doob) behind the scenes and draw the output...
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No Sir. It´s a bunch of polygons, drawn by the motor physics engine. Each position of a polygon is drawn as circle into a bitmap on top of the physics-stage.
I agree with that, but it was my...
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15-18 fps... too bad... so I have to continue working on the performance
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thx.
btw, on how many FPS is it running on your system?
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hi,
based on the brilliant motor2 physics engine from polygonal, I created this little experiment called gooey slime.
Start smearing
Smearing variation
Grap the source...
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87 FPS... that rock´s. ;)
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...hopefully! ;)
Inspired by an example Keith Peters has done a while ago, I played arround with particles.
My results end up in a snippet called "turbulence". This little toy should
handle up...
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