But with the actual implementation you will always need several textures and several models I think...
BTW: I think this is a little off-topic


Moderator: Moderators
Code: Select all
if K = 0 then
begin
Value.DistFromCenter := Dist;
Value.CPIndex := K;
end
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//whatever K it is, if the new distance is the max found, do
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this.pixel.a=this.pixel;
It hasn't occurred to me that the blur-component isn't wrapping, I should be able to fix that easily with a new property.jph_wacheski wrote:also the borderPixel setting is a cool/usfull idea, and would be even more so if it could anti-alias in such a way as to retain tileablility,. (or the blur component could have a tile opton,.)
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this.Pixel.R = this.Pixel.R * 0.5 + 0.25;
this.Pixel.G = this.Pixel.R;
this.Pixel.B = this.Pixel.R;
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if (CellStyle = cstTG2) then
begin
Pixel.R := (sqrt(Value.DistSecondCenter) - sqrt(Dist))/sqrt(GlobalMax);
if (PlacementStyle = pstSquares) then
Pixel.R := Pixel.R / 1.414;
if (PlacementStyle = pstHoneycomb) then
Pixel.R := Pixel.R / 1.732;
if IsBorder then
Pixel.R := 0;
end;