Now what the f*ck was this effect called again?
category: general [glöplog]
I think we've got a misunderstanding here. You all appear to have not really understood that guy's question. I may be mistaken, but I think the answer he really is looking for is: Twister.
of fuck, my twisted english...
Oh wait! I was thinking about something totally different! What an idiot! What I meant to say was, it is called a "Twister".
I want a fisted twister for my twisted sister.
For a twister, I pre-render both visible sides, one pixel high, with different angles between 0 and 90 degrees (in maybe 64 steps or so) and put the results in an array.
To actually map a texture to it I make every "pixel" in the pre-rendered sides correspond to an x value in a texture map. It's hard to explain, but for a pre-rendered angle where one side is 4 pixels wide and the other is 8, and a 16 pixels wide texture is supposed to be mapped to the sides might look like this:
{0,4,8,12,0,2,4,6,8,10,12,14}
So the x values for each side are round(texturesize/sidewidth*x)
Then when i draw them to the screen I let the values in the prerendered stuff be the x index of the texture, and the y on the screen is the y index of the texture.
to simply draw a spiral to see if it works, you can do something like:
for(y=0;y<screenheight;y++) {
drawPrerenderedAngle(y%64);
}
assuming that drawPrerenderedAngle() is a function you prepared to draw the twister with the right pixels at the right x, and that you have 64 prerendered angles.
I hope it makes some sense. :( I might post an example, later
To actually map a texture to it I make every "pixel" in the pre-rendered sides correspond to an x value in a texture map. It's hard to explain, but for a pre-rendered angle where one side is 4 pixels wide and the other is 8, and a 16 pixels wide texture is supposed to be mapped to the sides might look like this:
{0,4,8,12,0,2,4,6,8,10,12,14}
So the x values for each side are round(texturesize/sidewidth*x)
Then when i draw them to the screen I let the values in the prerendered stuff be the x index of the texture, and the y on the screen is the y index of the texture.
to simply draw a spiral to see if it works, you can do something like:
for(y=0;y<screenheight;y++) {
drawPrerenderedAngle(y%64);
}
assuming that drawPrerenderedAngle() is a function you prepared to draw the twister with the right pixels at the right x, and that you have 64 prerendered angles.
I hope it makes some sense. :( I might post an example, later
now that asks for a demo effect!
Listen, you are all wrong, I have seen this effect myself and it is in fact a Twister.
Twister? Nah, twister is a movie!
from IMDB: "TV weatherman Bill Harding is trying to get his tornado-hunter wife, Jo, to sign divorce papers so he can marry his girlfriend Melissa. But Mother Nature, in the form of a series of intense storms sweeping across Oklahoma, has other plans. Soon the three have joined the team of stormchasers as they attempt to insert a revolutionary measuring device into the very heart of several extremely violent tornados. Written by Martin H. Booda {booda@datasync.com} "
http://www.imdb.com/title/tt0117998/
from IMDB: "TV weatherman Bill Harding is trying to get his tornado-hunter wife, Jo, to sign divorce papers so he can marry his girlfriend Melissa. But Mother Nature, in the form of a series of intense storms sweeping across Oklahoma, has other plans. Soon the three have joined the team of stormchasers as they attempt to insert a revolutionary measuring device into the very heart of several extremely violent tornados. Written by Martin H. Booda {booda@datasync.com} "
http://www.imdb.com/title/tt0117998/
you're all absolutely wrong. it's a twister.
Nah, you're damn wrong bro. In fact that's unequivocably a [b]Twister[b].
Or a rubber-bar.
Or a rubber-bar.
you're wrong, it's a Twister
(with a / before the second b :P)
(with a / before the second b :P)
Indeed. But wanting to be really precise actually it would be a Twister, wich is still twisting, but faster.
and if this bbs supported more bbcodes, it would even be a Twister. :P
\o/
This effect has a name, but in order to pronounce it, I would have to cut out your tongue.