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  • spongehammer - it's on the list... I'm still learning, but skew per se should be easy enough. The trouble is most of the documentation for this stuff seems to be basically the sort of thing that goes "Pfwah, who doesn't know how to vec4 the rgb element with the a value of the background sampler and then mix that via a texture2D command with the separate tex parts, just don't forget that everything here is premultiplied". And I'm like... ...what?

    So I have figured out simple things, like moving some pixels around and working with separate things, like color OR alpha. The moment we get to mixing different things I'm at a loss. So for now it's simple little things while trying to keep them as lean as possible.

  • Heh, heh. Just to needlessly inflate this topic even more - sometimes the sudden jump of a rounded value when it goes from, say 0.49 to 0.51 can be jarring in that case you can replace round with floor() or ceil() to get the lowest and highest values respectively. I prefer that on a grid, but it's a matter of taste.

  • Ah, I see. So HPA97 - if your values are already numbers you can omit that int - just have round(yourvalue/gridspacing)*gridspacing. Perhaps saves a picosecond of processing time somewhere

  • zenox98 - is that int() really necessary?

  • Compared to some of the code ninjas here or those who have completed projects I'm still but a newbie. And also have nearly always been a one man team - making art, sounds, everything by myself. But as time goes by more and more I realize that a single person can only do so much - some of it can be overcome making/using tools, but generally it's a question of persistence and motivation.

    For me the future seems to be with teamwork, but I do really admire those who manage to build a proper project all by themselves.

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Somebody

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