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();
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() { glDrawBuffer( GL_FRONT ); glReadBuffer( GL_BACK ); glAccum( GL_RETURN ); }