Calculate frame difference using shader
Hi all,
Any idea on using shader, e.g. jit.gl.slab, to do frame difference without providing the last frame explicitly ? In another word, how may I store the old frame in texture, while receiving the new frame stream only ?
William
you can take a look at wes's accum shader (which mimics the erase_color functionality in a shader).
linked here:
https://cycling74.com/pipermail/jitter/2008-March/014225.html
it uses the previous frames texture in it's calculations.
-rob
Hi Rob,
Thanks for post.
I did almost the same way to calculate the frame difference. However, I want to have a speed boost by avoid the external transfer of a left texture to right.
Take a look of Wes' patch
What I want is like this,
Is it possible ?
yours,
William
Quote: williamshome wrote on Mon, 14 April 2008 04:27
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> Is it possible ?
not that i'm aware of, but i'm not a shader expert. i believe that's the nature of shaders, each pass only deals with the the pixel or vertex values at that moment in time. this is why they perform so fast. i don't really think passing the one texture will slow you down that much.
might be a better question for a glsl forum, but perhaps others know more.
I believe it is possible but we just do not understand how it works.
Would it be similar as writing back some data to the texture ? It has been mentioned by GPGPU ppl. Any glsl expert can help ?