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