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Disco floor effect as seen in fr-025

PostPosted: Thursday, 11.April 2013, 18:54
by Skinnytorus
Hi, guys.
Here is my humble attempt at the disco floor effect.
Still can't loop it seamlessly. Any ideas?
Thank you.

Re: Disco floor effect as seen in fr-025

PostPosted: Thursday, 11.April 2013, 20:07
by ikam
nice render.
don't see what you want exactly, do you want to repeat the same sequence in loop ?

Re: Disco floor effect as seen in fr-025

PostPosted: Thursday, 11.April 2013, 20:16
by Skinnytorus
Thanks :). Yes. I want to repeat this 16 bar loop endlessly. The start and end points don't match and I don't see how to make them perfectly match...

Re: Disco floor effect as seen in fr-025

PostPosted: Friday, 12.April 2013, 06:12
by ikam
I think problem is with your texture atlas, the begin and end should match:

try on bitmap rotate :

Offset.x=i/(128)*r;

with r = 1.0;

Re: Disco floor effect as seen in fr-025

PostPosted: Friday, 12.April 2013, 10:08
by Skinnytorus
Hmmm... As far as I remember I tried that combination, but it was without the parentheses. I think the parentheses would make sense if we had something like i/(128*r). Do parentheses around 128 make any difference in such expressions?

Re: Disco floor effect as seen in fr-025

PostPosted: Friday, 12.April 2013, 10:20
by ikam
yes parenthis are useless it's a copy paste error.
Offset.x= i/128 * r;

Re: Disco floor effect as seen in fr-025

PostPosted: Friday, 12.April 2013, 10:55
by Skinnytorus
OK. I'll keep on trying. As far as I remember, in order to seamlessly loop a clip, it has to be one frame short of the full cycle (maybe i=127 is ok?). In wz tex anim it's not that simple. As I can see, in wz all timings are calculated according to bpm. Lots of questions here. Imho, simple logic stops here. Have you digged into all that stuff? Looking into the source code didn't give me the picture. Maybe, you could take a look?

Re: Disco floor effect as seen in fr-025

PostPosted: Sunday, 14.April 2013, 08:29
by Skinnytorus
OK. Your solution is working for which I thank you.
I think I'll stop here and will dig further into tex anim thing as soon as I need it again. ;)