I found the same behavior, Marian and Peter wrote some amazing software there 
but you have to have a really fast graphics card for some of the fancier 
modules. Go with the one that delivers for you. 22 is really nice as I recall. 
I'll check my rates today and report back too

Patrick Pagano  B.S,M.F.A
Asst. in Digital Art and Science
Digital Worlds Institute
University of Florida
(352) 294-2020


On Oct 10, 2013, at 8:38 AM, "Etienne Landon" 
<landon.etie...@gmail.com<mailto:landon.etie...@gmail.com>> wrote:

Hi,

I understand the shader part of ev_pro_22 but I 'm not shure the problem is 
here, the shader is only used to change texture coordinates and do soft-edging. 
In both cases, ev_pro_22 or ev_pro_22easy, I send a texture ID. So the chain 
with ev_pro_22 is not the one that does the work from movie to texture (the CPU 
part), it's done once by another chain.
For what I understand, using the same texture ID for different gem chains 
avoids using the CPU for each chain, you use CPU only to "transform your image, 
movie or whatever to a texture (which is stored in the GPU memory), then each 
chain links to the texture ID which is the position of the texture in the 
graphic card's memory. Am I wrong ?

For instance, in the same work I do texturing on 200 pmpd masses linked to a 
gem chain. So 200 independant rendering chains, one texture, and this works 
without a problem. And there's no shader involved

Moreover, the texture used for masking is a only one black pixel (see the 
masking example), so how come this could be so heavy ?



2013/10/10 Santi <belfe...@gmail.com<mailto:belfe...@gmail.com>>
El jue, 10-10-2013 a las 11:52 +0200, Etienne Landon escribiĆ³:


> Is there any reason why ev_pro_22easy is less efficient than
> ev_pro_22 ?

I think ev_pro__22 uses OpenGl shaders so it uses the GPU in the graphic
card. ev_pro_22easy uses the main CPU to made the work, so is less
efficient, but it works in older machines.

Great piece of software the extended toolkit view...

Cheers.

Santi NoreƱa.






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