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@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@digitalworlds.ufl.edu An: "Etienne Landon" landon.etienne@gmail.com Cc: "pd-list@iem.at" pd-list@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@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@gmail.com[belfegor@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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