Steve Fuhrman (steve++at++crusher.paradigmsim.com)
Wed, 6 Nov 1996 11:33:46 -0600
Hi,
When I needed to grab the framebuffer and then replay the resulting frames, I
would use the following method to get pfSequences and motion to be smooth:
Assume that rendering speed is not interactive, say 5 frames per second (due
to multi-pass rendering, database complexity, texture paging, etc.)
Also assume that the "movie" is to be replayed at 60 frames per second.
I would stub out pfGetTime() with the following function:
double pfGetTime(void) {
return((double) pfGetFrameCount()/60.0);
}
You could as well set pfFrameRate() and use pfGetFrameRate() instead of the
hard-coded 60.0 above.
Now pfSequences, motion models, and other time based functions are fooled
into thinking that each frame was rendered at the appropriate interval, instead
of using "wall-clock" time. This is an old ray-tracing animation trick.
Hope this helps,
--Steve Fuhrman ___________________________________________________________________________
e-mail: steve++at++paradigmsim.com Paradigm Simulation Inc. url: http://www.paradigmsim.com 14900 Landmark Blvd. Suite 400 voice: 972-960-2301 x247 Dallas, Texas 75240 fax: 972-960-2303 ___________________________________________________________________________
First Law of Repair You can't fix it if it ain't broke.
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