Re: [Nuke-dev] Dynamically creating a tile

2013-01-15 Thread Stephen Newbold
Hmm, yeah I can't really do this, as while my programming may suck the actual IP behind it isn't something I really want to put out into the wild. Since I have very little idea what kind of increase I was going to get from doing this I'm not sure if you doubt the amount of increase or whether

Re: [Nuke-dev] Dynamically creating a tile

2013-01-15 Thread Colin Doncaster
What value are you setting with memset? OSX is a little more forgiving if you try an set a float value - be aware that memset expects int values. On 2013-01-14, at 5:50 AM, Stephen Newbold wrote: > I got a quick chance to try all this over the weekend. I tried altering my > Op to use memset

Re: [Nuke-dev] Dynamically creating a tile

2013-01-15 Thread Mike Vasiljevs
Am 14/01/2013 11:50, schrieb Stephen Newbold: I got a quick chance to try all this over the weekend. I tried altering my Op to use memset and contiguous memory locations and from some very unscientific test I think I got around a 13% speed increase from doing this, which is most pleasing. Th

Re: [Nuke-dev] Dynamically creating a tile

2013-01-14 Thread Stephen Newbold
I got a quick chance to try all this over the weekend. I tried altering my Op to use memset and contiguous memory locations and from some very unscientific test I think I got around a 13% speed increase from doing this, which is most pleasing. This was on an OSX box though and when I compiled

Re: [Nuke-dev] Dynamically creating a tile

2013-01-11 Thread Peter Pearson
On 10/01/13 17:10, Steve Booth wrote: Secondly, you allocate a static vector array. This won’t work in this application because the width and height values can change after instantiation – if the frame size is modified up-stream. You would have to use the ‘new’ keyword to allocate it dynamically

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Bruno Nicoletti
ch is the same, is the crux of the issue >> which was always to achieve the highest possible execution speed. It seems >> strange to create a ‘vector’ and then access it like heap memory. >> >> ** ** >> >> Steve >> >> ** ** >> >> ** ** >> &

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Bruno Nicoletti
ry.co.uk [mailto: > nuke-dev-boun...@support.thefoundry.co.uk] *On Behalf Of *Bruno Nicoletti > *Sent:* Thursday, January 10, 2013 8:13 AM > > *To:* Nuke plug-in development discussion > *Subject:* Re: [Nuke-dev] Dynamically creating a tile > > ** ** > > Som

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Steve Booth
me is 'width' by 'height' pixels, then all you >> >> need >> >> to do is malloc a float array, as in: >> >> >> >>float* frame = malloc(width * height * sizeof(float)); >> >> >> >> To access the x't

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Stephen Newbold
.uk <mailto:dev-boun...@support.thefoundry.co.uk>] *On Behalf Of *Jerry Huxtable *Sent:* Thursday, January 10, 2013 8:29 AM *To:* Nuke plug-in development discussion *Subject:* Re: [Nuke-dev] Dynamically creating a tile One thing is that if you're compiling for debugging, the compile

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Jerry Huxtable
; From: nuke-dev-boun...@support.thefoundry.co.uk > [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Jerry Huxtable > Sent: Thursday, January 10, 2013 8:29 AM > To: Nuke plug-in development discussion > Subject: Re: [Nuke-dev] Dynamically creating a tile > > One thin

RE: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Steve Booth
...@support.thefoundry.co.uk [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Jerry Huxtable Sent: Thursday, January 10, 2013 8:29 AM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] Dynamically creating a tile One thing is that if you're compiling for debugging, the compiler pro

RE: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Steve Booth
ort.thefoundry.co.uk] On Behalf Of Bruno Nicoletti Sent: Thursday, January 10, 2013 8:13 AM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] Dynamically creating a tile Some interesting discussion on this in topic in Stack Overflow. http://stackoverflow.com/questions/381621

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Jerry Huxtable
s very simple: > >> > >>float pixel = frame[(y * width) + x]; > >> > >> That's the fastest way to access a frame. You can fill it in the first > >> call > >> to 'engine', and then pull lines out as needed in subsequent e

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Bruno Nicoletti
sequent engine > calls. > >> > >> Steve > >> > >> -Original Message- > >> From: nuke-dev-boun...@support.thefoundry.co.uk > >> [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Stephen > >> Newbold > >>

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Steve Booth
; Steve >> >> -Original Message- >> From: nuke-dev-boun...@support.thefoundry.co.uk >> [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Stephen >> Newbold >> Sent: Wednesday, January 09, 2013 12:03 PM >> To: Nuke plug-in development discuss

Re: [Nuke-dev] Dynamically creating a tile

2013-01-10 Thread Mike Vasiljevs
Steve -Original Message- From: nuke-dev-boun...@support.thefoundry.co.uk [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Stephen Newbold Sent: Wednesday, January 09, 2013 12:03 PM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] Dynamically creating a tile I

RE: [Nuke-dev] Dynamically creating a tile

2013-01-09 Thread Steve Booth
Of Stephen Newbold Sent: Wednesday, January 09, 2013 1:15 PM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] Dynamically creating a tile Perfect I'll try this. Excuse my novice question but do I have to do anything to free this memory again? Steve Steve Booth wrote: &g

Re: [Nuke-dev] Dynamically creating a tile

2013-01-09 Thread Stephen Newbold
] On Behalf Of Stephen Newbold Sent: Wednesday, January 09, 2013 12:03 PM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] Dynamically creating a tile I should probably mention that the Op is accessing this vector for every pixel, so and speed increase however little could add up.

RE: [Nuke-dev] Dynamically creating a tile

2013-01-09 Thread Steve Booth
ded in subsequent engine calls. Steve -Original Message- From: nuke-dev-boun...@support.thefoundry.co.uk [mailto:nuke-dev-boun...@support.thefoundry.co.uk] On Behalf Of Stephen Newbold Sent: Wednesday, January 09, 2013 12:03 PM To: Nuke plug-in development discussion Subject: Re: [Nuke-dev] D

Re: [Nuke-dev] Dynamically creating a tile

2013-01-09 Thread Stephen Newbold
I should probably mention that the Op is accessing this vector for every pixel, so and speed increase however little could add up. Stephen Newbold wrote: Is there any way of creating a tile filled with data generated within the plugin opposed to an input? And if so, is there any benefit to do

[Nuke-dev] Dynamically creating a tile

2013-01-09 Thread Stephen Newbold
Is there any way of creating a tile filled with data generated within the plugin opposed to an input? And if so, is there any benefit to doing this? At present my Op is randomly accessing a vector< vector > which I'm guessing isn't so fast! I was wondering whether the same data in 'tile form