I've been trying to implement a motion blur from the code archives, I had to butcher it to fit my needs, all is well, except there's one problem: The blur is dragging to the bottem right corner, as it shouldn't be. Here's a screenshot.

(NOTE: NOTHING IS MOVING IN THAT PICTURE EXCEPT A CUBE AT THE TOP, the anomaly is much subtle if the alpha is set lower...the screenshot is heavily blurred to show you the bug more visibly)
and here's the code

(NOTE: NOTHING IS MOVING IN THAT PICTURE EXCEPT A CUBE AT THE TOP, the anomaly is much subtle if the alpha is set lower...the screenshot is heavily blurred to show you the bug more visibly)
and here's the code
Global alpha#=.5 Global l_surface=CreateSprite(cam) ;Global width=GraphicsWidth() ;Global height=GraphicsHeight() SpriteViewMode l_surface,2 PositionEntity l_surface,0,0,1 EntityOrder l_surface,-100 If displaywidth=1280 Then ScaleSprite l_surface, 1, .8 Else If displaywidth=1024 Then ScaleSprite l_surface, 1, .75 Else If displaywidth=800 Then ScaleSprite l_surface, 1, .75 EndIf Global l_texture=CreateTexture(displaywidth,displayheight,1+256) TextureBlend l_texture,2 ;ScaleTexture l_texture, (Float TextureWidth(l_texture)/Float width),(Float TextureHeight(l_texture)/Float Height) ScaleTexture l_texture, (Float TextureWidth(l_texture)/Float displaywidth),(Float TextureHeight(l_texture)/Float displayheight) EntityTexture l_surface,l_texture EntityAlpha l_surface,.3 Function l_setAlpha();alpha#) EntityAlpha l_surface,alpha# End Function Function l_update() RenderWorld CopyRect 0,0,displaywidth,displayheight,0,0,BackBuffer(),TextureBuffer(l_texture) ;CopyRect 0,0,width,height,0,0,FrontBuffer(),TextureBuffer(l_texture) End Function

