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]
| / /
but this makes pd/gem completely stuck:
[t b b a]
| | |
| [del 10] |
| / /
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?
- 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.