glDrawBuffer( GL_BACK );
DrawScene();
glAccum( GL_MULT, fadeoff* < 1. );
glAccum( GL_ACCUM, 1. );
ReturnAccum();
glDrawBuffer( GL_BACK );
setMatrix( FrontView );
CulledDisplayList* = DrawScene();
glAccum( GL_LOAD, ratio );
for (i=0; i<numpass; i++)
{
setMatrix( JitteredView[i] );
glCallList( CulledDisplayList );
glAccum( GL_ACCUM, ratio );
}
ReturnAccum();
MOTION ENVELOPE
| Return Accum()
glDrawBuffer( GL_BACK );
glDrawPixels( frame[current-width]%width );
glAccum( GL_ACCUM, -1./width );
DrawScene();
glReadBuffer( GL_BACK );
glReadPixels( frame[ current ]%width );
glAccum( GL_ACCUM, 1./width );
ReturnAccum();
ReturnAccum()
{
}
| | | | |