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 <c...@chnry.net 
<mailto:c...@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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