Context(s) | displace fog light shadow surface |
vector getblurP(float delta)
Returns the position (P
) of the current shading point at fractional time ‹delta› within the motion blur exposure. When motion blur is disabled, getblurP()
will always return the shading position P
. When motion blur is enabled, getblurP(0)
and getblurP(1)
will return the positions at the extent of the shading position’s motion path, with fractional values between 0 and 1 generating other intermediate shading positions. For example, getblurP(0.5)
returns the point’s blurred position half-way through the current exposure.
When shading micropolygons, P
will always store the initial position of the point (at time = 0). For raytracing, P
will store the final position after motion transformation for the sample being shaded - at the time given by the Time
global variable in the VEX shading context. If you want to determine the shading position at other times it is necessary to use getblurP
.
When using point clouds that were generated at time = 0, you should use getblurP(0)
to find the position at the start of the frame’s exposure and then use this position to look up in the point cloud.
For example:
vector p0 = getblurP(0); int handle = pcopen("pcloud.pc", p0, ...);
blur |