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View Code? Open in Web Editor NEWimage animation experiments - infiltrationlab style.
image animation experiments - infiltrationlab style.
I might have introduced this with PR #7, but I notice that the zoom amount when switching from zoomer to another animation propagates the zoom level.
Can video be slowed and/or sped up?
Would like to be able to have more than one image scrolling by. Subsequent images "train" on after the previous one.
The texture should also be able to support rendering of HTML5 video.
Three.js Image docs refer to this: http://threejs.org/docs/#Reference/Textures/Texture
Like in the original version, we'd like to be able to have a small source box that can scroll around the larger source image.
Imagine an infinite scrolling canvas, where an image set is tiled, that can be zoomed in and a random curved walk happens. Sweet.
Add a screen that shows what the keys are.
Just like the image sequence mode, but instead of a hard transition to the next image, the current image fades out and the one behind it comes in.
Should be able to change the number of gray levels for the images. 2 is a nice choice, but other arbitrary levels might be rad too.
I'm probably using the wrong terminology here, but there should be a way to change the way that Three.js scales up the images, and the user should be able to toggle between modes (as an animation option, perhaps?). I like the aesthetic of non-interpolated zooming/scaling, and it would be great to bring that back in some capacity.
Maybe this is related to Texture.magFilter = THREE.NearestFilter?
Just has a sequence of images and goes thru them in order. Maybe reverse order. Maybe random.
I think there's supposed to be an FPS indicator in the upper left hand corner, but it doesn't show on my system.
We should prevent box scroll positioning from going off-image, which causes black edges to appear.
Each one could be running its own animation(s), but rendered with some translucence.
The client should be able to register an OSC id of some kind, like xxx
and then OSC messages prefixed with /xxx/whatever
should pass (likely via websocket) to the client. The client should then translate these messages into actions (similar to key commands).
Come up with a simple single-click type push to deploy to a host.
For great testing (and control)
When zooming in/out, the image should go smaller than the display and the next image should come in. Similar when going to opposite direction. Would be more like an infinite zoom then that way.
The requirement that images be a power of two should be handled by the app, so that we don't require users to pre-munge images.
Maybe pick a sane default id, but then allow client user to type in one.
To reproduce: Go into palette animation, then go to scroll.
It looks like they might still be in the page in a hidden div. Should be safe to remove these after they are loaded I think.
This shader can give a pretty killer effect. See http://www.airtightinteractive.com/2013/02/intro-to-pixel-shaders-in-three-js/ for example.
We should prevent box scroll zoom from zooming out too far, which causes black to appear at the borders.
It should feel consistent for any image size.
For example, zooming is broken when 2QBoxScrolling and palette shifting at the same time. That doesn't seem right.
Currently, when you zoom in/out during two quad box scroll, it resets the position to 0. It shouldn't.
Would be nice to have aspect ratio remain the same, without stretching. Can HTML5 video be cropped?
The individual modes monkey too much with all the quads, and the ideas there aren't very compatible anymore. Is this even important? Maybe the composite animation idea needs to be rethought entirely.
I think that in order for this to really work, maybe something a little more drastic needs to happen -- but no idea yet what that looks like. The idea of zooming while scrolling and zooming and palette shifting all at once is still motivating....
We should be able to load any color image and have it rendered as grayscale.
I've only tried with one video so far, but it seems like very bright areas are becoming black. Something in the shader perhaps. It's ugly.
Why not? Plus positioning.
For a more "pure" viewing experience. Probably includes a hotkey. Probably a hover in a corner to let a menu appear or something.
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