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
Director: http://www.__liveperformersmeeting.net <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
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