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)
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