ya i know :o
you can try resizing the window, so screenshots taen are not so big
saving and reloading texture takes a lot of time… so this feature is practically unusable this way.
I’ll publish blendVideoTex plug-in with new class TexFrameBuffer at the end of this week. It will allow using frame buffer as source for texture. Code is basically working now, but there are some performance issues that need to be solved.
Next week I try to implement basic renderer (in Python) that will render GameBlender scene from specified point of view. That will allow realtime reflections and other effects (with some limitations mentioned earlier).
Check out thread Video Texture player - I have published new version that allows to copy frame buffer to texture and there is also demo file to demonstrate this feature.
perfect! you are amazing.
rendering reduced area is great option.
i have to get to PC to test this stuff and check performance
what about choosing rendered image size not only area of rendering? if you are playing fullscreen(1280x1024) i guess taking screenshots at 320x240 will greatly improve performance.
I plan to add parameters that will specify sizes of copied area and also position of this area in viewport. I’ll look at it after today’s company summer party (if I will be able to… ).