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| author | yum <yum.food.vr@gmail.com> | 2022-10-02 17:24:18 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2022-10-02 17:24:18 -0700 |
| commit | 21c17fcb5698ed238e5397a0c2b0530034804d34 (patch) | |
| tree | de55ecc66fc09f8fb2c0ef8c498d1197dc71590a /Images | |
| parent | ac1e02241be1d7608e71163dd404f3bad4157a9d (diff) | |
Add 4th layer of indexing
* Double board size from 6x16 to 8x22
* Reduce parameter bits used (thanks to extra layer of indexing)
* Rename template.anim to template.anim.txt to prevent Unity from
constantly rewriting it
* osc_ctrl.encodeMessage now pads the message so that all empty space is
overwritten
* Delete osc_ctrl.sendMessageCellContinuous. Now that we use a single 'Enable'
bit, this idea is sidelined.
* We can probably achieve the same effect by making TaSTT.shader a little
more clever. For example, if we pass it the current cell number, it could
render a time-based 'fade-in' effect which simulates smooth streaming.
Diffstat (limited to 'Images')
0 files changed, 0 insertions, 0 deletions
