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One idea I came up with but which isn't very satisfying is to have two image textures and automatically use them alternating. Also keeping track of which is the newer one to finally display it on the screen. This is actually the way it's commonly done, and the technique even has a name: "ping-ponging". There's some discussion on the technique here ...


3

After doing some googling around, it appears that OpenGL ES 2 actually does support non-pow2 textures, but not (necessarily) with mipmaps or repeat wrap mode (source). Fortunately, for postprocessing you don't need mipmaps or repeat wrap mode, so you can size the textures to match the framebuffer exactly.


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A potential solution is to use a visualization technique involving the rendering of pathlines, streamlines and streaklines. You're interested in rendering pathlines. Unfortunately, I can't show you a picture of how to achieve this, but I'll explain it shortly: you need to keep track of the trajectory your sword or swinging object leaves behind. You ...



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