Thread: Zoom exponent
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Old 23rd March 2014, 13:38   #7
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 933
Well this goes back to MD1, and I reckon it was originally done this way to save GPU power. With MD2, HLSL programming was introduced, now all of that motion stuff can be programmed into pixel shaders directly, and with much higher precision, as no mesh interpolation is required.
Certainly it was reasonable to leave the vertex section in, to keep compatibility to older presets. Plus, most preset authors never touch the shaders... it is much easier to use

zoom = 1.1;


ret = tex2D (sampler_main, (uv-0.5)/1.1+0.5);

... let alone more complex operations such as rot.

Oh, and on the warp settings - there is nothing mysterious about warp, just make your transformation matrix time dependant.
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