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Re: Motion Blur at 30 fps



mmm... I have been trying 16 frames motion blur, then 32, then 64.
Only 64 gives a good result. But it is not yet as professional as the QT I
export at 60 fps. It still does some little strobo effect. Very little but
present. And the objects on the stage don't move so much.
Also, 64 frames motion blur takes a very very long exporting time.
I guess I miss something else. May you please check this code once again?

-------------------
In the glView drawRect loop, I do
-------------------
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    [objManager drawObjects];
    [[self openGLContext] flushBuffer];
    
    int xFrame = currentFrame % gMotionBlurFrames;

    if(xFrame == 0) glAccum(GL_LOAD, 1.0f / gMotionBlurFrames);
    else glAccum(GL_ACCUM, 1.0f / gMotionBlurFrames);

    if(xFrame == (gMotionBlurFrames - 1)) // last frame of 4
    {
        glAccum(GL_RETURN, 1.0);          //I get the accum buffer
        [self putOpenGLBufferToQTGWorld]; // and I save the buffer to gWorld
    }

-------------------
Here my pixel format
-------------------
    NSOpenGLPFAWindow,
    NSOpenGLPFAAccelerated,
    NSOpenGLPFADoubleBuffer,
    NSOpenGLPFAColorSize, 32,
    NSOpenGLPFAAlphaSize, 32,
    NSOpenGLPFADepthSize, 64,
    NSOpenGLPFAStencilSize, 8,
    NSOpenGLPFAAccumSize, 64,
    NSOpenGLPFASingleRenderer,
    NSOpenGLPFAScreenMask,
        CGDisplayIDToOpenGLDisplayMask(kCGDirectMainDisplay),

    NSOpenGLCPSwapInterval is 1 but when I export I turn it to zero.


Best Regards
-- 
Lorenzo
email: email@hidden

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