[PD] Extended View toolkit : issue with masks

Etienne Landon landon.etienne at gmail.com
Mon Oct 14 17:54:41 CEST 2013


Thanks for the proposal !

I get the computers with the patch back tomorrow, so i'll try and clean it
a little and send it.

Etienne


2013/10/12 Peter Venus <news at petervenus.de>

> Hello Etienne!
>
> The problem you are facing could be really due to the different structure
> of both modules.
> And the amount of ev_pro-modules you are using in your patch.
> If you want me to have a quick look on your patch, maybe answer me and
> attach the your patch to the mail.
> maybe i can help you with streamlining it further :)
>
> cheers, peter
>
>
>
> Gesendet: Donnerstag, 10. Oktober 2013 um 15:07 Uhr
> Von: "Pagano, Patrick" <pat at digitalworlds.ufl.edu>
> An: "Etienne Landon" <landon.etienne at gmail.com>
> Cc: "pd-list at iem.at" <pd-list at iem.at>
> Betreff: Re: [PD] Extended View toolkit : issue with masks
>
> I found the same behavior, Marian and Peter wrote some amazing software
> there but you have to have a really fast graphics card for some of the
> fancier modules. Go with the one that delivers for you. 22 is really nice
> as I recall. I'll check my rates today and report back too
>
> Patrick Pagano  B.S,M.F.A
> Asst. in Digital Art and Science
> Digital Worlds Institute
> University of Florida
> (352) 294-2020
>
> On Oct 10, 2013, at 8:38 AM, "Etienne Landon" <landon.etienne at gmail.com>
> wrote:
>
>
>
> Hi,
>
> 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[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...
>
> Cheers.
>
> Santi Noreña.
>
>
>
>
>
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