i've done this sort of thing a couple of times without using the accumulation buffer: accum buffer and stencil buffer aren't always around and i don't think HL requests either of them, so they're usually a bit dodgy and often software emulated.
look at glCopyTexSubImage2D. the idea is, you copy the entire screen into a texture, then use that texture to do funky stuff - like blending it a few times over the screen in slightly different places for cool blurs, or mapping it onto a viewmodel or some simple triangles just in front of the view for some really, really cool effects (like it's being refracted through glass, or projected on the inside of a mech cockpit, that sort of thing... pretty slick stuff). what you're probably wanting to do is capture each frame into a texture, then render the previous few screens onto the current one. this is always going to be slow, but it probably won't give you 4 fps - i have a gf2 mx and that kind of load would put it to around 25 fps in normal HL, down from 50 fps, in 1024x768 16-bit. fuck it - i've been meaning to upload a li'l tech demo with source to cover full screen linear and radial blurring and overbright from gltexcopy. it'll have to wait another week or so, though. i'm kinda busy x_x -randomnine- > > Hi all, > > > > I'm trying (in vain) to apply a motion blur effect to the view in HL. > > I've tried doing this using the accumulation buffer in OpenGL which > > slows the frame rate down to 4 frames per second. > > > > Does anyone have any other ideas about how to do motion blur? > > > > Cheers, > > > > Michael Shimmins <mailto:[EMAIL PROTECTED]> > > The Absconder Effect (http://www.tae-mod.com) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

