Hello Roman, First, you should try with [text3d] instead of [text2d], on my configuration, [text3d] is faster.
About single buffer mode. Did you send à [0( to the [gemhead] at startup ? Look at the patch attached, everything is ok in 0 logical time. On my side, it is strange that i need to send 2 [bang(s to [gemwin] to clear the buffer. ++ Jack Le 15/09/2016 à 17:58, Roman Haefeli a écrit : > Hey all > > I'm working on patch that displays a lot (30 lines, 76 chars per line) > of text in a Gem window using [text2d]. I observed that CPU usage > increases proportional to the string length sent to [text2d]. It > appears to me that [text2d] renders the given string for each frame. > The fact that frame rate and CPU usage are proportional, too, confirms > this assumption. > > Now, I'd like to make my patch less CPU hungry and thought about > switching to single buffer mode, since it would be sufficient to update > the gemwin only when the text changes, which is far less often than > running gemwin at any fixed frame rate. Now my real problem begins. > Whenever the text/string changes, I clear the buffer, send the string > to [text2d] and bang the [gemhead], so that the display is refreshed > (in this exact order). However, when I perform this steps in zero > logical time, I get a blank screen. Only when I delay the bang to > [gemhead] by a few milliseconds, I get text in the gemwin. > > I just noticed now that this is not related to [text2d] at all, but > seems an issue between [gemwin] and [gemhead]. [gemhead] can't render a > certain amount of time after [gemwin] has been cleared. Is there a way > to know when [gemhead] is ready to render (or when [gemwin] has > finished clearing)? > > Roman > > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > https://lists.puredata.info/listinfo/pd-list >
text_single_buffer.pd
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