Couple of reasons for that... I didn't want to have to hook up a metro to everything which wanted to render...and then manage all of those connections. You don't have to do that with the ~ objects so why should you have to do that with GEM? Since I still needed the network connectivity, I used the render 1 message to trigger all of the gemheads to generate the graph behind the scenes.
With the pixes, it was because I did a lot of buffer storage and manipulation so that I didn't waste memory or unneeded processing time. This is the reason for all of the dirty flags, etc. I probably would do it differently today, but back when an SGI Indy was top of the line it was a different story :-) Mark > -----Original Message----- > From: Mathieu Bouchard [mailto:[EMAIL PROTECTED] > Sent: Friday, December 08, 2006 6:40 PM > To: Danks, Mark > Cc: Chris McCormick; chris clepper; pd-liste; vincent Rioux; IOhannes m > zmoelnig > Subject: RE: [PD] pix_record mixed pixes > > On Thu, 7 Dec 2006, Danks, Mark wrote: > > > Actually, this one is more complicated, because it involves the > > underlying pix buffer. That has nothing to do with OpenGL... > > Isn't the situation of the pixes exactly the same as the one of OpenGL ? > That is, that it's all really one big global variable... why do "gem" > messages exist? They could be bangs and it would give the same result. > > _ _ __ ___ _____ ________ _____________ _____________________ ... > | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju > | Freelance Digital Arts Engineer, Montréal QC Canada _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
