(Untitled)

Dec 31, 2008 17:05

Ok, I thought I was doing it wrong, but maybe motion blur on perpendicular-moving single pixel lines just looks dumb. Like dim rectangles.

Actually there's still a pretty good chance I'm doing it wrong.

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Re: Absolutely NO Way! andr00 January 1 2009, 21:21:51 UTC
I appreciate the vote of confidence! However... now that you've posted this here, I'm anticipating a horde of people eager to tell me exactly how wrong I am capable of doing everything. Woohoo!

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gargaj January 1 2009, 12:05:57 UTC
Single pixel lines have a good chance of looking wrong in many ways :)

Are you motionblurring them by taking the last frame and blending it over?

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andr00 January 1 2009, 21:15:52 UTC
I'm starting to think I should draw skinny rectangles instead.

What I'm doing is drawing the frame repeatedly into the accumulation buffer and changing the time very slightly (less than it changes between screen updates). I am not yet adapting to frame rate, I just wanted to see if I could produce an effect of blurring. To wit:

glClear( GL_ACCUM_BUFFER_BIT );
int jitter;
for(jitter = 0; jitter < 8; jitter++) {
glClear( GL_COLOR_BUFFER_BIT );
*cTime = GetTickCount()-jitter*3;
scene->run();

glAccum(GL_ACCUM, 1.0/8.0);
}
glAccum(GL_RETURN, 1.0);
SwapBuffers( hDC );

Screen is being refreshed on a timer every 10ms or so (this is currently a screen saver). There are some nodes in scene that are reading time from cTime and using it to determine positions.

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andr00 January 26 2009, 23:25:01 UTC
Note to anyone reading this: This is super fucking slow on video cards that don't have a specially accelerated accumulation buffer. Think of a different way to do it.

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