I posted these on the official FreeBasic forums, but perhapse someone here might enjoy these too!
Here was me playing around w/ some of NeHe's tuts to learn motion bluring.... Might fail on ATI cards, dunno, some at FB.net had issues with it...
http://www.xteraco.com/xtrgraphics/myproggies/GL_Radi_Blur.zip
This was just me playing around w/ texture animation.... A = Accelerate, Z = Brake, Left and Right arrows rotate the tires respectively.... Just wind the tires up and hit the brakes to see them heat up.... ;D
http://www.xteraco.com/xtrgraphics/myproggies/Rotor%20Temp.zip
Both of these are x.t.r.GRAPHICS prods.... ;)
I'm unable to download anything from your site. Using the links above I get page not found and then the address bar changes to something like this:
http://68.109.27.59:8888/xtrgraphics/myproggies/Rotor%20Temp.zip
Both files download here fine for me, The radial blur seems to have a problem on this comp, Radeon X300 SE Gfx card, I see two cubes with a stone texture rotating around but no radial blur effect unfortunately.
The wheels thing is a nice idea, just need a car to sit on top of it now :)
Thanks for posting.
Nice codes dude. I dont see the radial effect either mate.
I saw a VERY faint trace of a radial blur, but it seemed that you used too much transparency.
RADEON X800Pro
Strange, Shows up in full here:
(http://fileanchor.com/28014-t.jpg) (http://fileanchor.com/28014.jpg)
??? Nvidia GeForce 6600 GT .... :P .... Maybe ATI and Nvidia handle alpha differently...
Rel was saying something before about a problem with GL multitexturing on ATI cards.
Now that is very strange, I can now see the radial effect.
Welldone dude/ Cool.
I just looked again and I put my eyes virtually against the screen and there is a really, really faint ghosting which looks like it could be a radial blur but my eyes aren't good enough to say for sure.
It's definately nothing like the shot you posted.
Here's what I see.
As far as I know, it doesn't fall under multitexture.. It lays x-nuber of ortho squares w/ stretched and alpha-faded screen captured texture....
For those w/ FBC, try to adjust the alphaV start, it looks like DIM AS SINGLE alphaV = 0.2 'Start Alpha, and is found in the "Draw_Blur" sub.... If it does anything, you'll be looking for a higher value than 0.2 ....
EDIT: Try this one, I modded the texture capture a lil: http://www.xteraco.com/xtrgraphics/myproggies/GL_Radi_Blur_Test.zip
Here is the blur sub:
SUB Draw_Blur(times AS single, inc AS single)
'Set the varibles
DIM AS SINGLE spost = 0 'Texture coord
DIM AS SINGLE alphainc = .9 / times 'Alpha blen rate
DIM AS SINGLE alphaV = 0.2 'Start Alpha
glDisable GL_DEPTH_TEST 'Disable depth testing
glEnable GL_TEXTURE_2D 'Enable testures
glBlendFunc GL_SRC_ALPHA, GL_ONE 'Set blend mode
glEnable GL_BLEND 'Enable blending
glBindTexture GL_TEXTURE_2D, Blur_Tex 'Bind the screen blur to texture matrix
OrthMode_() 'Swap to Ortho-mode
alphainc = alphaV / times 'Calculate the blur fade
glBegin GL_QUADS
DIM i
FOR i = 1 TO times
glColor4f (1, 1, 1, alphaV) 'Set alpha fade
glTexCoord2f (0+spost, 1-spost) 'Set texture and size it
glVertex2f (0, 0) 'Set vertex
glTexCoord2f (0+spost, 0+spost) 'Set texture and size it
glVertex2f (0, 600) 'Set vertex
glTexCoord2f (1-spost, 0+spost) 'Set texture and size it
glVertex2f (800, 600) 'Set vertex
glTexCoord2f (1-spost, 1-spost) 'Set texture and size it
glVertex2f (800, 0) 'Set vertex
spost += inc 'Add up the size
alphaV -= alphainc 'Decrease the alpha (Makes it fade)
NEXT
glEnd
PerMode_() 'Return to perspective mode
glEnable GL_DEPTH_TEST 'Re-Enable Depth testing
glDisable GL_TEXTURE_2D 'Turn textures off
glDisable GL_BLEND 'Turn alpha off...
glBindTexture GL_TEXTURE_2D, 0 'Unbind Blur_Tex from the texture matrix.. ;)
END SUB
Welldone dude, very cool :)
Cool, works nice now :)
Works here too ;D