Ver Mensaje Individual
  #2 (permalink)  
Antiguo 22/08/2005, 11:25
blackwind
 
Fecha de Ingreso: noviembre-2003
Ubicación: Mexico
Mensajes: 1.081
Antigüedad: 21 años, 3 meses
Puntos: 7
asi es, existen algoritmos, te voy a citar la idea textualmente en ingles del tutorial que tengo:

"A more practical way to do it is to render the current screen to a texture, then go into ortho mode and blend that texture over the entire screen. This could be done every frame or intermittently.

To create the blur effect, we actually render the texture when rendering to the texture. This is a bit confusing. Basically, when we go to render the screen to the texture, we go into ortho mode and blend the current texture of the screen over the object that is being blurred. This acts as a recursive blending. This makes it so we don't do tons of passes to create the blur trail.

The fading happens when we blend the current rendered texture with the blackness of the background. When blending, we need to blend the texture with a small decrease in alpha. Basically, we don't render the texture over the screen at full alpha, otherwise it would never blend away, or at least it would take forever to fade."

Espero te sirva.
Tengo el codigo de como se hace (con .bmp), pero no se si te sea util, ya que es utilizando C/C++ con OpenGL....

saludos