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


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