atom feed19 messages in at.iem.pd-listRe: [PD] spread Gem-computation over ...
FromSent OnAttachments
Roman HaefeliFeb 27, 2007 3:19 pm 
cyrille henryFeb 27, 2007 3:43 pm 
Roman HaefeliFeb 28, 2007 1:08 am 
IOhannes m zmoelnigFeb 28, 2007 5:45 am 
cyrille henryFeb 28, 2007 5:53 am 
Kyle KlipowiczFeb 28, 2007 7:05 am 
Frank BarknechtFeb 28, 2007 7:25 am 
chris clepperFeb 28, 2007 7:47 am 
cyrille henryFeb 28, 2007 8:04 am 
cyrille henryFeb 28, 2007 8:15 am 
Roman HaefeliFeb 28, 2007 2:23 pm 
Roman HaefeliFeb 28, 2007 2:35 pm 
Roman HaefeliFeb 28, 2007 2:53 pm 
cyrille henryFeb 28, 2007 3:08 pm 
Chris McCormickFeb 28, 2007 6:28 pm 
Roman HaefeliFeb 28, 2007 6:34 pm.pd
cyrille henryMar 1, 2007 2:18 am 
Roman HaefeliMar 1, 2007 3:28 am 
cyrille henryMar 1, 2007 3:39 am 
Subject:Re: [PD] spread Gem-computation over several dsp-cycles (?)
From:IOhannes m zmoelnig (zmoe@iem.at)
Date:Feb 28, 2007 5:45:59 am
List:at.iem.pd-list

Roman Haefeli wrote:

hello cyrille

thank you. [any] was what i was looking for. it can store a gem-pointer. but as you mentioned it doesn't work when delayed.

putting this in the render chain works and gives the expected result:

[t b b a] | / / [any ]

but this makes pd/gem completely stuck:

[t b b a] | | | | [del 10] | | / / [any ]

as you said, this is obviously the wrong approach. but my problem persists. unfortunately i can't see the design of gem behind the objects. so i wonder if there is still a solution.

this is not a question of the design of Gem but of openGL. for most objects (but the pix_ stuff), Gem directly communicates with the underlying openGL-infrastructure. for this to work, one must get hold of the openGL context. using delayed gem-messages, the openGL-context will most likely be grabbed by another application.

i might be wrong but in my eyes it doesn't make sense to do all the work that could be done in 50ms in only 1.45ms. the problem i have with my gem patch (and probably other gem-patches have as well) is that during one dsp-cycle the cpu is hopelessly overloaded, whereas for the next 33 dsp-cycle there is no work to be done.

on the long run i have plans to put the rendering into a separate thread. however, don't expect it too soon.

how do you 'gem-cracks' (cyrille, IOhannes, chris clepper, a.o.) come along with that? are there other ways to optimize?

2 ways: - use longer audio buffers (e.g. 100ms) - use 2 instances of pd: one for audio and one for video; one of them (or a third one) is "master" and controls the rest.

mfg.asdr IOhannes