[GEM-dev] curve3d CPU usage

chris clepper cgc at humboldtblvd.com
Mon Nov 21 03:59:02 CET 2005


The curve3d object doesn't directly do the drawing - that is handled
by the driver, which is why we have little to no means to correct bugs
or improve performance.  Probably the best long term solution is to
create an object that generates a mesh and control points.  The
newwave object might work as a starting point, but I would suggest
using vertex arrays if you want lots of resolution and control points.



On 11/20/05, B. Bogart <ben at ekran.org> wrote:
> Hey all,
>
> I'm trying to get slightly better resolution out of my curve3d objects,
> so I'm using them in array.
>
> Strange thing I'm seeing is that each curve3d rendered seems to use up
> about 20% of my AMD64 CPU. (3200+, Nvidia N6600) (on linux) running 60fps.
>
> Though I'm not manipulating the points at all, just connecting the
> gemhead straight to the curve3d and thats it, 20%.
>
> I'm aiming to use a grid of 4x3 curve3ds, but my test patch has only 4
> and its already using up about 80% of my CPU without even sending new
> control-point data.
>
> Any ideas on how to make this object more optimized? I'd really like to
> be able to use more than a few of these objects...
>
> (no wonder my performance patch with a cube of 6 curve3d objects uses up
> 100% CPU of my 1.25Ghz g4 powerbook.)
>
> Thanks all.
>
> b.
>
>
> _______________________________________________
> GEM-dev mailing list
> GEM-dev at iem.at
> http://lists.puredata.info/listinfo/gem-dev
>
>
>
>




More information about the GEM-dev mailing list