algorithmic modeling for Rhino
After yesterday's faux shader experiment ( http://www.grasshopper3d.com/photo/image-from-shader ) I thought it might be nice to actually implement infinite cosine wave gradients as a thing which exists. This is an entirely different type of gradient from the 'coloured-grip' one, in that the number of grips is fixed, the grips are two-dimensional and the gradient is expressible as a single equation instead of a bunch of complicated interpolation algorithms.
@Daniel Hambleton, the background here is drawn using a C# 'shader'. Every horizontal pixel is evaluated on every redraw. I do cheat and repeat the one row of pixels as often as necessary, it wouldn't run at 60 fps if I had to draw _every_ pixel in the background that way, but it's still pretty awesome.