void VectorBlur::drawArrowMap() { gl::ScopedColor blue(Color(0, 0, 1)); Surface pix(fboBlurMap->getColorTexture()->createSource()); int inc = 8; float arrowLength = 5.0f; Surface::Iter iter = pix.getIter(fboBlurMap->getBounds()); while (iter.line()) { while (iter.pixel()) { ivec2 pos = iter.getPos(); if (pos.x%inc == 0 && pos.y%inc == 0) { vec2 dir(iter.r(), iter.g()); dir = dir / 255.0f * 2.0f - vec2(1, 1); glm::normalize(dir); vec2 p0 = pos; vec2 p1 = p0 + dir*arrowLength; gl::drawLine(p0, p1); } } } }