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PRG Mbox - Discrete Mapping

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134
MBOX® USER MANUAL
This completes the example tutorial. Feel free to try creating a more complicated conguration, or just change some of
the values and/or control types in this existing conguration. Adjusting the min and max values for the various X and
Y controls may help the result to be more realistic or correct. Or, for a simple control type change, change the opacity
controls to be rotation controls.
When changing the opacity control over to rotation it will be necessary to change to an 8-bit 127/128 data type
(instead of the unsigned 8-bit data type) and also to adjust the scale value. Refer to “Screen Object Control Types”
on page 138 for information on typical scale values for the various parameter types.
Discrete Mapping
It is very easy to take the existing Projected Mapping conguration (created in the “Projected Mapping Tutorial” on page
124) and make a second conguration that uses the same screen objects but with Discrete Mapping instead. Use the
copy and paste functionality to make a copy of the conguration created in the tutorial. Then all that is required is to is
remove some controls from each of the screen objects.
Copy and paste the rst conguration, then rename it to be “Discrete Mapping” so it’s easy to tell it apart from the rst.
Then, click on the disclosure arrows to the left of each screen object to expand and show the controls. With discrete
mapping, the texture is going to stay pinned to the screen object no matter where it moves. So just delete all controls
that deal with texture positioning - the tX Position and tY Position controls. If the controls were labeled as in the previous
tutorial it will be easy to make the deletions. Select any control that starts with “tX” or “tY” and press the [delete] key.
Be careful though, as there is no undo!
It might seem that the addressing for the control parameters should be changed for this second conguration, but most
likely this is not the case. If the addressing is left alone, the nice thing is that the same external control channels still
affect the same features in both congurations. Since it is possible to instantly switch from one conguration to another
on-the-y (using the Image Remap parameter on the layer) it’s easy to use additional congurations at any time. Keeping
the same patch for the controls means that control values don’t have to be changed or repatched when switching
congurations.

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