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 _______________________________________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list