OVERSCANUI KIT
no button at all a worn bezel with weight channels do not converge zero depth instrumented, full of smoke a field of real characters a camera looking out additive, so no shadow hairlines, no new shader no raster, so no scanlines

A beam deposits light per unit TIME, not per unit length. Where a trace moves slowly it burns; where it moves fast it stretches the same energy over more pixels and dims. A stroked polyline has one opacity along its whole length, so it inverts that: it is brightest, in appearance, exactly where a real beam is faintest. Both instruments below are reading the same square wave. <ov-wave> is still the default and should stay it; reach for the scope when the SHAPE of the signal is the reading, because that is when the dwell cue carries information rather than atmosphere.

A waterfall's colour map decides what a reader believes they can see. A rainbow invents structure: its sharp perceptual edges at yellow and cyan read as boundaries in the DATA when they are boundaries in the PALETTE, and it is not monotonic in lightness, so a greyscale print or a colourblind reader gets a different picture entirely. Every map below is monotonic: brighter always means more. The instruments also print the floor they are drawing to, because clipping quiet to black without saying so hides the difference between quiet and nothing, and draw unmeasured lines as unwritten rather than as zero.

demo/scope.html, from this page
import 'overscan'
import 'overscan/overscan.css'

<ov-scope
  source="square"
  sweeps="16"
  window="160"
></ov-scope>
terminal
ov-wave, svg one opacity along the whole stroke. the vertical edges are as bright as the flat tops
ov-scope, gl the flat tops burn and the edges nearly vanish, because the beam spends almost no time crossing them
variation: source="dead"
import 'overscan'
import 'overscan/overscan.css'

<ov-scope
  source="dead"
  sweeps="16"
></ov-scope>
industrial
OV-WAVE, SVG one opacity along the whole stroke. the vertical edges are as bright as the flat tops
OV-SCOPE, GL the flat tops burn and the edges nearly vanish, because the beam spends almost no time crossing them
aegis
OV-WAVE, SVG one opacity along the whole stroke. the vertical edges are as bright as the flat tops
OV-SCOPE, GL the flat tops burn and the edges nearly vanish, because the beam spends almost no time crossing them
machina
OV-WAVE, SVG one opacity along the whole stroke. the vertical edges are as bright as the flat tops
OV-SCOPE, GL the flat tops burn and the edges nearly vanish, because the beam spends almost no time crossing them
aegis
single hue black through the accent to white. the safest map there is, and monotonic in lightness
two hue the second accent low, the first high. still monotonic, and drawn to a 10% floor which it prints
neo
single hue black through the accent to white. the safest map there is, and monotonic in lightness
two hue the second accent low, the first high. still monotonic, and drawn to a 10% floor which it prints
no signal
a sensor that never reports 🔴 no trace, and it says so. a flat line at zero is a READING, and the one thing this kit will not do is show a number it was never given