thanks c!
way simpler than I thought :)
-- Marco Donnarumma New Media + Sonic Arts Practitioner, Performer, Teacher, Director. Embodied Audio-Visual Interaction Research Team. Department of Computing, Goldsmiths University of London
Portfolio: http://marcodonnarumma.com
Research: http://res.marcodonnarumma.com
Director: http://www.liveperformersmeeting.net
On Tue, Nov 5, 2013 at 3:34 PM, Cyrille Henry <ch@chnry.net> wrote:
> here is an example
> c
>
> Le 05/11/2013 16:10, Marco Donnarumma a écrit :
>
>> Hi Cyrille,
>>
>> ok, I now managed to use gemframebuffer in a smaller test patch. For some
>> reason, in my larger patch it crashes everytime I connect it to the pmpd
>> system. Had to use [scaleXYZ 0.5 1 1] to fit the rectangular dimension of
>> the gemwin.
>>
>> Could you explain a little more how you achieve the motion blur?
>> i.e. what do you mean with "just render 10 primitives for every image..."?
>>
>> thanks!
>> M
>>
>>
>>
>>
>> --
>> Marco Donnarumma
>> New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
>> Embodied Audio-Visual Interaction Research Team.
>> Department of Computing, Goldsmiths University of London
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com
>> Research: http://res.marcodonnarumma.com
>> Director: http://www.liveperformersmeeting.net
>>
>>
>> On Tue, Nov 5, 2013 at 11:35 AM, Cyrille Henry <ch@chnry.net <mailto:
>> ch@chnry.net>> wrote:
>>
>> hello Marco,
>>
>> better than snap2tex, you can use rendering in framebuffer. The
>> framebuffer can directly be rendered as a texture, no snapping is needed.
>>
>> i did not understand the way you make your motion blur.
>> I usually have my model to run at a frequency 5 or 10 time faster
>> than the rendering. then, you can just render 10 primitives for every
>> image...
>> or make 10 rendering per frame, and average them in the final render.
>>
>> cheers
>> c
>>
>>
>>
>>
>> Le 05/11/2013 12:08, Marco Donnarumma a écrit :
>>
>> Hi all,
>>
>> I have a 1900 x 800 gemwin. I render a few geos on a big [sphere]
>> and a pmpd system on top of it.
>>
>> I'd need some cpu-friendly motion blur and glow effects on
>> everything rendered in the gemwin.
>>
>> My strategy so far has been to split the final rendering into two
>> 800x800 squares. That is:
>>
>> I have two [snap2tex] snapping two separate [gemwin -1] onto two
>> [square]. One [snap2tex] has 0 0 offset, and the other has 800 0 offset.
>> Then, by modulating the opacity of [colorRGB] for the 2 squares I can get
>> motion blur effect.
>>
>> This works fine, but the same splitting strategy doesn't work for
>> shaders. If I apply a shader to the two [square] the coordinate of the
>> texture are all mixed up.
>>
>> Also, when applying the shaders the cpu go up +30%, whereas
>> [snap2 tex] takes way less resources. is that normal?
>>
>> What's the best way to go here?
>>
>> thanks!
>> best,
>>
>> --
>> Marco Donnarumma
>> New Media + Sonic Arts Practitioner, Performer, Teacher, Director.
>> Embodied Audio-Visual Interaction Research Team.
>> Department of Computing, Goldsmiths University of London
>> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>> Portfolio: http://marcodonnarumma.com
>> Research: http://res.marcodonnarumma.com
>> Director: http://www.__liveperformersmeeting.net <http://www.
>> liveperformersmeeting.net>
>>
>>
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