Hello,
I come back with my problem. I try different option on the nvidia driver (180.44) in the part opengl settings and antialiasing settings but nothing new. I always get slowings down on my movies. They seem to start during long scenes of the movie (no logic here, i know, but it is what i observe). Any help ? ++
Jack
Le lundi 10 août 2009 à 14:43 +0200, Jack a écrit :
Le lundi 10 août 2009 à 13:23 +0200, Matteo Sisti Sette a écrit :
Hi,
Maybe this won't help at all (I only use gem on windows), but just in case it does:
Does it work as expected if you disable the "auto" mode and pass the frame number to the right outlet?
I done a counter with a metro and not with gemhead because the framerate pass from 25 to 7 then back to 25, etc. Then it should not change anything compare to [auto 1(. On Linux, the movie is played at each frame render but the rate is not really constant. It was much better on my old Powerbook G4 and MacOSX :) Is there a minipulation to do on the NVidia driver (v. 180.44) ? I know that each frame is render when the buffer is ready with OpenGL (swap buffer in double buffer). But here the swap is very very slow on my brand new Qosmio with a NVidia 9700M GTS ! :))) And this is the same in single buffer mode with :
[1 ( | [metro 40] | [t b b] | | | to right inlet of pix_film | to gemhead
Play a movie with the help patch of [pix_film] at a almost constant rate would not be possible on Linux, i really don't think that it is correct. So, if someone can help me, please ! ;) Thanx a lot. ++
Jack
PS : some informations from GEM about my config. :
GEM information
OpenGL info Vendor: NVIDIA Corporation Renderer: GeForce 9700M GTS/PCI/SSE2 Version: 3.0.0 NVIDIA 180.44 Extensions: GL_ARB_color_buffer_float Extensions: GL_ARB_depth_buffer_float Extensions: GL_ARB_depth_texture Extensions: GL_ARB_draw_buffers Extensions: GL_ARB_draw_instanced Extensions: GL_ARB_fragment_program Extensions: GL_ARB_fragment_program_shadow Extensions: GL_ARB_fragment_shader Extensions: GL_ARB_half_float_pixel Extensions: GL_ARB_half_float_vertex Extensions: GL_ARB_framebuffer_object Extensions: GL_ARB_geometry_shader4 Extensions: GL_ARB_imaging Extensions: GL_ARB_map_buffer_range Extensions: GL_ARB_multisample Extensions: GL_ARB_multitexture Extensions: GL_ARB_occlusion_query Extensions: GL_ARB_pixel_buffer_object Extensions: GL_ARB_point_parameters Extensions: GL_ARB_point_sprite Extensions: GL_ARB_shadow Extensions: GL_ARB_shader_objects Extensions: GL_ARB_shading_language_100 Extensions: GL_ARB_texture_border_clamp Extensions: GL_ARB_texture_buffer_object Extensions: GL_ARB_texture_compression Extensions: GL_ARB_texture_cube_map Extensions: GL_ARB_texture_env_add Extensions: GL_ARB_texture_env_combine Extensions: GL_ARB_texture_env_dot3 Extensions: GL_ARB_texture_float Extensions: GL_ARB_texture_mirrored_repeat Extensions: GL_ARB_texture_non_power_of_two Extensions: GL_ARB_texture_rectangle Extensions: GL_ARB_texture_rg Extensions: GL_ARB_transpose_matrix Extensions: GL_ARB_vertex_array_object Extensions: GL_ARB_vertex_buffer_object Extensions: GL_ARB_vertex_program Extensions: GL_ARB_vertex_shader Extensions: GL_ARB_window_pos Extensions: GL_ATI_draw_buffers Extensions: GL_ATI_texture_float Extensions: GL_ATI_texture_mirror_once Extensions: GL_S3_s3tc Extensions: GL_EXT_texture_env_add Extensions: GL_EXT_abgr Extensions: GL_EXT_bgra Extensions: GL_EXT_blend_color Extensions: GL_EXT_blend_equation_separate Extensions: GL_EXT_blend_func_separate Extensions: GL_EXT_blend_minmax Extensions: GL_EXT_blend_subtract Extensions: GL_EXT_compiled_vertex_array Extensions: GL_EXT_Cg_shader Extensions: GL_EXT_bindable_uniform Extensions: GL_EXT_depth_bounds_test Extensions: GL_EXT_direct_state_access Extensions: GL_EXT_draw_buffers2 Extensions: GL_EXT_draw_instanced Extensions: GL_EXT_draw_range_elements Extensions: GL_EXT_fog_coord Extensions: GL_EXT_framebuffer_blit Extensions: GL_EXT_framebuffer_multisample Extensions: GL_EXT_framebuffer_object Extensions: GL_EXTX_framebuffer_mixed_formats Extensions: GL_EXT_framebuffer_sRGB Extensions: GL_EXT_geometry_shader4 Extensions: GL_EXT_gpu_program_parameters Extensions: GL_EXT_gpu_shader4 Extensions: GL_EXT_multi_draw_arrays Extensions: GL_EXT_packed_depth_stencil Extensions: GL_EXT_packed_float Extensions: GL_EXT_packed_pixels Extensions: GL_EXT_pixel_buffer_object Extensions: GL_EXT_point_parameters Extensions: GL_EXT_rescale_normal Extensions: GL_EXT_secondary_color Extensions: GL_EXT_separate_specular_color Extensions: GL_EXT_shadow_funcs Extensions: GL_EXT_stencil_two_side Extensions: GL_EXT_stencil_wrap Extensions: GL_EXT_texture3D Extensions: GL_EXT_texture_array Extensions: GL_EXT_texture_buffer_object Extensions: GL_EXT_texture_compression_latc Extensions: GL_EXT_texture_compression_rgtc Extensions: GL_EXT_texture_compression_s3tc Extensions: GL_EXT_texture_cube_map Extensions: GL_EXT_texture_edge_clamp Extensions: GL_EXT_texture_env_combine Extensions: GL_EXT_texture_env_dot3 Extensions: GL_EXT_texture_filter_anisotropic Extensions: GL_EXT_texture_integer Extensions: GL_EXT_texture_lod Extensions: GL_EXT_texture_lod_bias Extensions: GL_EXT_texture_mirror_clamp Extensions: GL_EXT_texture_object Extensions: GL_EXT_texture_sRGB Extensions: GL_EXT_texture_swizzle Extensions: GL_EXT_texture_shared_exponent Extensions: GL_EXT_timer_query Extensions: GL_EXT_vertex_array Extensions: GL_EXT_vertex_array_bgra Extensions: GL_IBM_rasterpos_clip Extensions: GL_IBM_texture_mirrored_repeat Extensions: GL_KTX_buffer_region Extensions: GL_NV_blend_square Extensions: GL_NV_copy_depth_to_color Extensions: GL_NV_depth_buffer_float Extensions: GL_NV_conditional_render Extensions: GL_NV_depth_clamp Extensions: GL_NV_explicit_multisample Extensions: GL_NV_fence Extensions: GL_NV_float_buffer Extensions: GL_NV_fog_distance Extensions: GL_NV_fragment_program Extensions: GL_NV_fragment_program_option Extensions: GL_NV_fragment_program2 Extensions: GL_NV_framebuffer_multisample_coverage Extensions: GL_NV_geometry_shader4 Extensions: GL_NV_gpu_program4 Extensions: GL_NV_half_float Extensions: GL_NV_light_max_exponent Extensions: GL_NV_multisample_coverage Extensions: GL_NV_multisample_filter_hint Extensions: GL_NV_occlusion_query Extensions: GL_NV_packed_depth_stencil Extensions: GL_NV_parameter_buffer_object Extensions: GL_NV_pixel_data_range Extensions: GL_NV_point_sprite Extensions: GL_NV_primitive_restart Extensions: GL_NV_register_combiners Extensions: GL_NV_register_combiners2 Extensions: GL_NV_texgen_reflection Extensions: GL_NV_texture_compression_vtc Extensions: GL_NV_texture_env_combine4 Extensions: GL_NV_texture_expand_normal Extensions: GL_NV_texture_rectangle Extensions: GL_NV_texture_shader Extensions: GL_NV_texture_shader2 Extensions: GL_NV_texture_shader3 Extensions: GL_NV_transform_feedback Extensions: GL_NV_vertex_array_range Extensions: GL_NV_vertex_array_range2 Extensions: GL_NV_vertex_program Extensions: GL_NV_vertex_program1_1 Extensions: GL_NV_vertex_program2 Extensions: GL_NV_vertex_program2_option Extensions: GL_NV_vertex_program3 Extensions: GL_NVX_conditional_render Extensions: GL_SGIS_generate_mipmap Extensions: GL_SGIS_texture_lod Extensions: GL_SGIX_depth_texture Extensions: GL_SGIX_shadow Extensions: GL_SUN_slice_accum
window state: 1 topmost: 0 profile: 0 buffer: 2 stereo: 0 full screen: 0 width: 500, height 500 offset: 0+0 frame rate: 50.000000 red: 8 green: 8 blue: 8 max texture: 8192 lighting 0 rectangle texturing: 2 direct yuv texturing: 0
If the answer is yes, than a workaround would be:
[gemhead] | [t b] | [any implementation of a counter] | (to the right outlet of pix_movie)
I am not good at ASCII art, but if you want a frame rate different than 1:1 (meaning one movie frame per gem frame), you can implement the "counter" with necessary calculations and roundings to get the needed frame number.
Obviously, if the answer to the initial question is "NO" and/or if the framerate unstability you describe is not only in the playing of the pix_movie but also in the framerate of the gemwin, then all this won't be of any help.
I always use this technique (well it's too simple to call it a "technique") and never the "auto" mode even if I have never experienced problems with auto: the fact is that this also lets you easily control the playing speed. But I have to say that I have only used codecs that compress each frame separately (namely DV-PAL in my case); with any codec that uses previous frames to decode a given frame, this method may give, I guess, problems of performance.
Bye m.
Jack escribió:
The behavior of [pix_film] is not the same on Macosx and on Ubuntu. What is described in the help file seems to work only for Linux OS. I am a newbie on Ubuntu, that's why i am a little surprised to have a different behavior between the two OS. And, if i'm right, the movie doesn't play each frame on MacOSX and it play in loop when you click on [auto 1(. However, you are right on Linux ;) I have tested and see that the frame started at 25 and go down to 7 ! So my question is : how to have a approximate 'constant' frame rate ? (to send a bang to [gemhead] with a [metro] changes not at all the problem). Thanx. ++
Jack
Le lundi 10 août 2009 à 09:47 +0200, Max a écrit :
In the helpfile to pix_film is written:
use the "auto" message, to automatically proceed to the next frame each rendering cycle.
that means that the movie is never played back according to a header information about the real fps, but according to the frame rate the gemwin is running at.
so i the behavior you are describing is expected. no movie will run just like in VLC other than purely by coincidence. please correct me if i'm wrong.
max
Am 10.08.2009 um 00:48 schrieb Jack:
Hello,
I encounter a problem to play movies at normal speed with [pix_film] and [pix_movie]. I tried with a .mov (photo JPEG) and a .avi movies. During the movie play, sometimes the movies go fast, sometimes they go slowly. I use the message [auto 1( to start the movies or the second inlet with a counter but still have the problem !? So i think i have something wrong with Pd (or Ubuntu) and not GEM. For information, all is ok to play these movies with VLC. Can you help me to configure something wrong on my computer ? :) Thanx a lot !
Here my configuration : Pd version 0.41.4-extended GEM: ver: 0.92.CVS GEM: compiled: Jun 15 2009 Ubuntu 9.04 GPU : Nvidia 9700M GTS
++
Jack
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev