Hey all,
I'm trying to get slightly better resolution out of my curve3d objects, so I'm using them in array.
Strange thing I'm seeing is that each curve3d rendered seems to use up about 20% of my AMD64 CPU. (3200+, Nvidia N6600) (on linux) running 60fps.
Though I'm not manipulating the points at all, just connecting the gemhead straight to the curve3d and thats it, 20%.
I'm aiming to use a grid of 4x3 curve3ds, but my test patch has only 4 and its already using up about 80% of my CPU without even sending new control-point data.
Any ideas on how to make this object more optimized? I'd really like to be able to use more than a few of these objects...
(no wonder my performance patch with a cube of 6 curve3d objects uses up 100% CPU of my 1.25Ghz g4 powerbook.)
Thanks all.
b.
The curve3d object doesn't directly do the drawing - that is handled by the driver, which is why we have little to no means to correct bugs or improve performance. Probably the best long term solution is to create an object that generates a mesh and control points. The newwave object might work as a starting point, but I would suggest using vertex arrays if you want lots of resolution and control points.
On 11/20/05, B. Bogart ben@ekran.org wrote:
Hey all,
I'm trying to get slightly better resolution out of my curve3d objects, so I'm using them in array.
Strange thing I'm seeing is that each curve3d rendered seems to use up about 20% of my AMD64 CPU. (3200+, Nvidia N6600) (on linux) running 60fps.
Though I'm not manipulating the points at all, just connecting the gemhead straight to the curve3d and thats it, 20%.
I'm aiming to use a grid of 4x3 curve3ds, but my test patch has only 4 and its already using up about 80% of my CPU without even sending new control-point data.
Any ideas on how to make this object more optimized? I'd really like to be able to use more than a few of these objects...
(no wonder my performance patch with a cube of 6 curve3d objects uses up 100% CPU of my 1.25Ghz g4 powerbook.)
Thanks all.
b.
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev
Hi Chris++,
I'm just recompiling the vertex branch on my machine.
I don't remember being able to control multiple vertex's from a single control point the way curve3d does. Is this now possible and I just missed an example?
The quality of the curve does not have to be amazing, just the simplest spline will do. I'd be willing to pay a bounty for something that perfectly fits my needs... (a curve3d clone using vertex arrays that is much faster than curve3d but is able to do as many as say 80x60 control points for a mesh 10 times the size?)
Johannes, my first try and compiling the vertex branch on debian leads to this:
Missing xf86vmode.h
Which is supposedly provided by xlibs-static-dev according to the debian package website, but that my own xlibs-static-dev does not provide. (both on sarge/i386) my lib is version 6.8.2.dfsg.1-1, but the debian website only mentions this package as providing that header, and it is version 4.3.0.dfsg.1-14sarge1. (which sounds way too much like the xfree version.)
Anytually anyone know how to do a dpkg -l "package" without the output truncating the name and version columns?
Any ideas?
cvs update is taking forever...
Thanks all.
b.
chris clepper wrote:
The curve3d object doesn't directly do the drawing - that is handled by the driver, which is why we have little to no means to correct bugs or improve performance. Probably the best long term solution is to create an object that generates a mesh and control points. The newwave object might work as a starting point, but I would suggest using vertex arrays if you want lots of resolution and control points.
On 11/20/05, B. Bogart ben@ekran.org wrote:
Hey all,
I'm trying to get slightly better resolution out of my curve3d objects, so I'm using them in array.
Strange thing I'm seeing is that each curve3d rendered seems to use up about 20% of my AMD64 CPU. (3200+, Nvidia N6600) (on linux) running 60fps.
Though I'm not manipulating the points at all, just connecting the gemhead straight to the curve3d and thats it, 20%.
I'm aiming to use a grid of 4x3 curve3ds, but my test patch has only 4 and its already using up about 80% of my CPU without even sending new control-point data.
Any ideas on how to make this object more optimized? I'd really like to be able to use more than a few of these objects...
(no wonder my performance patch with a cube of 6 curve3d objects uses up 100% CPU of my 1.25Ghz g4 powerbook.)
Thanks all.
b.
GEM-dev mailing list GEM-dev@iem.at http://lists.puredata.info/listinfo/gem-dev