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Article #1280Re: ID, easy motion blur!
From: ccar... Christian A Carollo
Date: Wed, 12 Jan 1994 16:29
Date: Wed, 12 Jan 1994 16:29
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You're comparing two completely different ways of doing animation : pre-rendered and stored on disk and real-time calculated. With the enormous amount of frames and incredible resolution of JP, it is qute obvious that it will take TONS of disk space and FAST processors (if they want to get it done in a reasonable time frame)...however, if someone came up with a FAST motion-blur algrythm (that would also fit in VGA's crappy 256 color palette), then we could be seeing some smooth _realtime-calculate_ animation. -Chris
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Path: mbox-mo1.pugleaf.net!gmd.de!xlink.net!howland.reston.ans.net!math.ohio-state.edu!magnus.acs.ohio-state.edu!ccarollo From: ccar...@magnus.acs.ohio-state.edu (Christian A Carollo) Newsgroups: comp.sys.ibm.pc.games.action,alt.games.doom Subject: Re: ID, easy motion blur! Date: 12 Jan 1994 16:29:10 GMT Organization: The Ohio State University Lines: 9 Message-ID: <2h18gm$5a2@charm.magnus.acs.ohio-state.edu> References: <2gsarpINN8ra@ctron-news.ctron.com> <1994Jan12.131549.23915@waikato NNTP-Posting-Host: magnusug.magnus.acs.ohio-state.edu MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit