[PD] Extended View toolkit : issue with masks
landon.etienne at gmail.com
Thu Oct 10 14:37:11 CEST 2013
I understand the shader part of ev_pro_22 but I 'm not shure the problem is
here, the shader is only used to change texture coordinates and do
soft-edging. In both cases, ev_pro_22 or ev_pro_22easy, I send a texture
ID. So the chain with ev_pro_22 is not the one that does the work from
movie to texture (the CPU part), it's done once by another chain.
For what I understand, using the same texture ID for different gem chains
avoids using the CPU for each chain, you use CPU only to "transform your
image, movie or whatever to a texture (which is stored in the GPU memory),
then each chain links to the texture ID which is the position of the
texture in the graphic card's memory. Am I wrong ?
For instance, in the same work I do texturing on 200 pmpd masses linked to
a gem chain. So 200 independant rendering chains, one texture, and this
works without a problem. And there's no shader involved
Moreover, the texture used for masking is a only one black pixel (see the
masking example), so how come this could be so heavy ?
2013/10/10 Santi <belfegor at gmail.com>
> El jue, 10-10-2013 a las 11:52 +0200, Etienne Landon escribió:
> > Is there any reason why ev_pro_22easy is less efficient than
> > ev_pro_22 ?
> I think ev_pro__22 uses OpenGl shaders so it uses the GPU in the graphic
> card. ev_pro_22easy uses the main CPU to made the work, so is less
> efficient, but it works in older machines.
> Great piece of software the extended toolkit view...
> Santi Noreña.
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