Sorry about the typos laden questions. I was confusing the image dimensions
patch for the rendering destination dimensions patch and that was the source
of my dumb questions! I just read the patch description now and realised —
something I haven't done in a while :?



On 4 June 2010 10:04, Alastair Leith <qc.student...@gmail.com> wrote:

> Hi Troy
>
> Looking at your comp I noticed that as the Player window gets bigger the
> Width and Height outputs from the Image Dimensions patch get bigger and
> therefore small as the window is made bigger.
>
> But the numbers don't seem to relate to any particular reference like total
> screen width and height being equivalent to 1.000 or anything like that.
>
> What is rational of this dimensioning output? Does it bear any relationship
> to normalised co-ordinates (where I though Width is always 2 (and
> co-ordinates in the range [-1,1])?
>
>
> On 04/06/2010, at 1:50 AM, Troy Koelling wrote:
>
> If you do have the freedom to make one video (some do not) you should have
> better luck with the Image Texturing Properties patch than Cropping.
> Cropping requires us to create a copy of the sub-region internally, whereas
> texturing properties should just play with the GL commands to slide the
> image around.
>
> <Image Texturing Properties - Split.qtz>
>
>
>
> On Jun 3, 2010, at 8:29 AM, vade wrote:
>
> Have you deduced what the actual performance bottleneck is? Playing 20
> videos, or even one very high resolution, 60FPS movie can, depending on your
> hardware, disk subsystem, and chosen codec, bring a computer to its knees
> rather quickly
>
> Have you done 'sanity tests' and made sure that these 20 movies play
> alright in quicktime (all playing simultaneously?) and dont drop frames. One
> thing to note is that the QC movie player ought to be set to asynchronous
> for maximum performance (it can read ahead a few frames and buffer rather
> than decode always just in time). Also check GL profiler and look at your
> video memory usage while in QC, as QC will be 'heavier' texture usage wise,
> and if you get into territory where you are just near, or over your physical
> VRam, OS X will begin to swap it out, making anything on the GPU terribly
> slow.
>
>
>
> On Jun 3, 2010, at 10:39 AM, luca palmili wrote:
>
> Hi,
> I need to play 20 videos in my composition, each one in a separate quad. If
> I use 20 sprites linked with 20 players, performance drop down.
> I tried to pre-render videos in one single video in high resolution, use
> 'image crop' to crop multiple parts from it, and then send the cropped
> images to 20 sprites, but I still got low FPS.
> I tried also to write a custom plugin that render a simple quad (following
> this<http://developer.apple.com/Mac/library/documentation/GraphicsImaging/Conceptual/QuartzComposer_Patch_PlugIn_ProgGuide/WritingConsumerPatches/WritingConsumerPatches.html#//apple_ref/doc/uid/TP40004787-CH5-SW1>example)
>  and use UV coords to crop the high-res video using glTexCoord() for
> each vertex: performance growed up a bit, but I'm still under 60 FPS.
> Is there another way to solve this kind of problem?
>
> Thank you,
> Luke
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