On Dec 2, 2007, at Dec 2, 2007 | 2:57 AM, Adrian Ward wrote:
On 2 Dec 2007, at 08:39, [EMAIL PROTECTED] wrote:
Maybe we can figure out a way to make this independent of frame
rate(?)
I think as long as we're storing rendered frames of an animation in
some sort of buffer, we will inherently be dependant on the frame
rate of whatever is rendering those frames. The better approach
would be to put the interpolators inside the iterator and calculate
the position of each tail segment in realtime - of course doing
this does away with the queue so effectively it's a moot experiment.
<Shadebobs without Queue Iterated FPS Independent.qtz>
Very nice.
Is this approach considered better because it's more efficient?
I just felt it necessary to point out that although these might
look like shadebobs, they're really not. A true demo coder would be
horrified at the prospect of iterating over each tail segment, the
whole point of shadebobs was that they exploited not clearing the
framebuffer to simulate a huge tail animating.
What exactly, is a shadebob?
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