Author: DigiBen
This demonstrates rendering a spinning cube to a blank texture real-time, then using that texture each frame to map to a spinning quad. This can be used to simulate many types of blurring effects in 3D, such as motion and radial blurs. Check out our motion blur tutorial for an example of this method.
Functions Used: glGenTextures(), glBindTexture(), memset(), glTexImage2D(), glTexParameteri(), new, delete, glCopyTexImage2D(), glViewport()
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