Thanks for the proposal ! I get the computers with the patch back tomorrow, so i'll try and clean it a little and send it.
Etienne 2013/10/12 Peter Venus <[email protected]> > Hello Etienne! > > The problem you are facing could be really due to the different structure > of both modules. > And the amount of ev_pro-modules you are using in your patch. > If you want me to have a quick look on your patch, maybe answer me and > attach the your patch to the mail. > maybe i can help you with streamlining it further :) > > cheers, peter > > > > Gesendet: Donnerstag, 10. Oktober 2013 um 15:07 Uhr > Von: "Pagano, Patrick" <[email protected]> > An: "Etienne Landon" <[email protected]> > Cc: "[email protected]" <[email protected]> > Betreff: Re: [PD] Extended View toolkit : issue with masks > > 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" <[email protected]> > 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 <[email protected][[email protected]]>El jue, > 10-10-2013 a las 11:52 +0200, Etienne Landon escribió: > > > 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 Noreña. > > > > > > _______________________________________________ > [email protected][[email protected]] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list[http://lists.puredata.info/listinfo/pd-list] >
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