Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-03 Thread William Brent
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

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-03 Thread Max
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

[PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread Max
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

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread 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) i suspect that the bottleneck is the list parsing. one trick to speed this is to put the list in a

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread Max
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

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread ronni montoya
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

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread Cyrille Henry
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.

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread Cyrille Henry
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

Re: [PD] pointcloud in Gem (timbreID) and performance

2012-09-02 Thread chris clepper
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