hello,
the work around also does not work for me (even with nvidia). as soon as one starts to work with higher resolutions and non square gemwins it becomes slow and tricky.
pix_snap2tex should not impose much of a performance hit unless the window resolution is really huge (2048x1536 or larger). If it does then it has probably fallen back to software to do a pixel format conversion or there is some other hardware incompatibility.
exactly, i work at the moment for a project with 2048*768 (2 screens). to be able to make fullscreen motionblur i need to snap 2048*2048 which puts cpu to 98%.
anyway i found a workaround for the workaround which delivers a good result for just 10% cpu; i compose the fullscreen motionblur out of 2* 1024*1024 snaps, textured on 2 squares.
You need to get the GL_COLOR_BUFFER_BIT and related constants and make a mask. A better interface could be made for the message.
i really need to figure out how to use the GEMgl* objects
All it really does is enable or disable a buffer for clearing by glClear(). I recall that someone posted a patch not long ago that used the GEMgl calls to disable clearing the depth buffer, which does the same thing.
i remember - but it did not work on my nvidia (not linux not windows) but it worked on an ati card osx G4. it also was a single buffering patch but i would like to control the clearing with double buffering.
best
erich