Hi,
Yep, list parsing is probably the issue. Without the snapshot trick,
every render frame sends data requests to the [timbreID] object, and
lists are output in response. Those lists have to be parsed to get
the coordinates for points. That's the price for storing/manipulating
all the
Hi,
Thank you all for the suggestions. ♥ ♥ ♥
I did the later, all xyz spacial and rgb color data is now stored in tables and
it works much better all-though the sound is still a little glitchy. All the
lists are retrieved one time when the plot button is banged. I'll investigate
the glitch
hi list, william,
this is a Gem recursion and glsl question.
in the example patches for timbreID there is an interesting patch where the
grains of a sample can be seen as a point cloud according to their parameters.
this is done by parsing a long list for each point throuch a recursive gem
hello,
the repeat/gemlist trick is very fast. it can be used to render lot's more
point in real time.
(try pmpd example 57 : 2000 points are rendered at 50 fps on my computer with
no problem)
i suspect that the bottleneck is the list parsing.
one trick to speed this is to put the list in a
Am 02.09.2012 um 18:23 schrieb Cyrille Henry:
hello,
the repeat/gemlist trick is very fast. it can be used to render lot's more
point in real time.
(try pmpd example 57 : 2000 points are rendered at 50 fps on my computer with
no problem)
ok, good to know. by the way: the examples in
In processing theres a library called glgraphics that allows to use
vertex arrays,this allow to calculate vertices in the gpu and it is
very fast, i can draw up to 80 000 vertices in my computer.
Is it possible something like this in pd? Is it possible to access to
vertex arrays commands from
Le 02/09/12 18:45, Max a écrit :
Am 02.09.2012 um 18:23 schrieb Cyrille Henry:
hello,
the repeat/gemlist trick is very fast. it can be used to render lot's more
point in real time.
(try pmpd example 57 : 2000 points are rendered at 50 fps on my computer with
no problem)
ok, good to know.
look at the gemvertexbuffer object.
it's 1 year old, so with a bit of luck it should be included in latest
pd-extended.
cheers
c
Le 02/09/12 19:06, ronni montoya a écrit :
In processing theres a library called glgraphics that allows to use
vertex arrays,this allow to calculate vertices in the
Ages ago I created a set of vertex_ objects that does exactly this. It was
too hard to use most of the objects and shaders more or less replaced a lot
of the functions anyway. There is a vertex_tab_read that would allow
uploading of table data to the GPU.
The other option is to use the tables