Back in the older days of the NES and the C64, graphics were stored as bits of data stored in ROM or RAM. Since then, it’s been easier to “import” graphics instead of storing their data. Unfortunately, that causes manipulating color data to be more difficult. Thus, I present to you, a start on my project, which just renders pixel data (sine of the pixel coord plus ElapsedTime)
function setup()
displayMode(FULLSCREEN)
rectMode(CORNER)
FPS=0 -- -\\ Used for
framcnt=0 -- > Calculating
lastscnd=0 -- _/ FPS
pxSizeW=25 --Width of pixels
pxSizeH=25 --Height of pixels
parameter.watch("FPS")
end
-- This function gets called once every frame
function draw()
noStroke()
noSmooth() --Smoothing tended to make a stroke-like effect
for y=1,pxSizeH*50,pxSizeH do
for x=1,pxSizeW*50,pxSizeW do
fill(math.sin(y-ElapsedTime)*100+100, 0, math.sin(x-ElapsedTime)*100+100)
rect(x,y,pxSizeW,pxSizeH)
end
end
--Code down here calculates FPS
framcnt = framcnt + 1
if (ElapsedTime > lastscnd + 1) then
lastscnd = lastscnd + 1
FPS=framcnt
framcnt = 0
end
end