<div id=":ui" class="ii gt">Hi John,<br><br>You are correct. Gem does not follow the normal top to bottom rules of PD. I believe its render chain has more to do with the rules of OpenGL than with PD.<br><br>Sorry I can't give you an easy way of figuring which objects will be processed first. If there is one then I've never heard/read it. Keep experimenting.<br>
<br>For more information on this, I recommend looking up the "a flawed Gem" thread in the PD-List archives (and whatever thread that came out of). <br>It'll give you some more information about Gem's relation to OpenGL and some users frustration with similar situations as yours.<br>
<br>I love using Gem, it's the environment I primarily work in when using PD. However, it's a bit of a wild beast (at least to a non-programmer like myself).<br><br>Best of luck,<br>-Ben<br><br><br><br>>[Gemhead]<br>
>|<br>
>[object 1]<br>
>|<br>
>[object 2]<br>
>|<br>
>[object 3]<br>
><br>
>we cannot conclude that the output of [object 1] feeds the input of [object<br>
>2] and the output of [object 2] feeds the input of [object 3]. We only know<br>
>that the data will be processed by objects 1, 2 and 3 but not in what order<br>
>they will be processed.<br>
><br>
>Further perhaps we cannot conclude that the output of an object is actually<br>
>the result of the object having processed the data. Demonstrating this: in<br>
>my patch example, [pix_buffer_write] outputs different data than it stores,<br>
>or examples 1 and 3 would be the same.<br>
><br>
>And this leads me to a more general statement of my original question: how<br>
>can I determine the order in which objects are processed in Gem?<br>
><br>
>And my specific example which started this thread: how would one apply a<br>
>rotation to an image, then apply [pix_rtx] to the rotated image?<br>
><br>
>-John</div>