[GEM-dev] motion blur
Erich Berger
eb at randomseed.org
Sat Aug 19 12:34:17 CEST 2006
hello,
>> the work around also does not work for me (even with nvidia). as soon as
>> one starts to work with higher resolutions and non square gemwins it
>> becomes slow and tricky.
>
>
> pix_snap2tex should not impose much of a performance hit unless the window
> resolution is really huge (2048x1536 or larger). If it does then it has
> probably fallen back to software to do a pixel format conversion or there is
> some other hardware incompatibility.
exactly, i work at the moment for a project with 2048*768 (2 screens).
to be able to make fullscreen motionblur i need to snap 2048*2048
which puts cpu to 98%.
anyway i found a workaround for the workaround which delivers a
good result for just 10% cpu; i compose the fullscreen motionblur
out of 2* 1024*1024 snaps, textured on 2 squares.
> You need to get the GL_COLOR_BUFFER_BIT and related constants and make a
> mask. A better interface could be made for the message.
i really need to figure out how to use the GEMgl* objects
> All it really does is enable or disable a buffer for clearing by glClear().
> I recall that someone posted a patch not long ago that used the GEMgl calls
> to disable clearing the depth buffer, which does the same thing.
i remember - but it did not work on my nvidia (not linux not windows) but
it worked on an ati card osx G4. it also was a single buffering patch
but i would like to control the clearing with double buffering.
best
erich
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