Erich Berger a écrit :
hi chris,
thx for your patience in the motion blur business :-) . it works well - but unfortunately its a motionblur in single buffering. but there is also another problem:
yes, and it's a problem for rendering complex objects. So i don't think this solution solve all the problem.
unless i make something wrong it works for 2d but not 3d. only those pixels of the scene which have the same z-coordinate as the rectangle for the blur get blurred, the rest gets drawn like in single buffer mode
i think you also nead to clear deaph buffer (before drawing the rectangle).
Cyrille
e
I found a stupidly simple way to get 'motion blur' with next to zero resources. Ready?
Use single buffer rendering Set up the scene to draw draw everything with positive gemhead numbers set up a gemhead -1 add the alpha, colorRGB 0 0 0 0 and a rectangle object make the rectangle equal the porpotions of the window (4 4 for square, 5.334 for 4:3 rectangle) modulate the alpha inlet to control the blur amount
Stupid enough?
cgc
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