Couple of reasons for that...
I didn't want to have to hook up a metro to everything which wanted to render...and then manage all of those connections. You don't have to do that with the ~ objects so why should you have to do that with GEM? Since I still needed the network connectivity, I used the render 1 message to trigger all of the gemheads to generate the graph behind the scenes.
With the pixes, it was because I did a lot of buffer storage and manipulation so that I didn't waste memory or unneeded processing time. This is the reason for all of the dirty flags, etc. I probably would do it differently today, but back when an SGI Indy was top of the line it was a different story :-)
Mark
-----Original Message----- From: Mathieu Bouchard [mailto:matju@artengine.ca] Sent: Friday, December 08, 2006 6:40 PM To: Danks, Mark Cc: Chris McCormick; chris clepper; pd-liste; vincent Rioux; IOhannes m zmoelnig Subject: RE: [PD] pix_record mixed pixes
On Thu, 7 Dec 2006, Danks, Mark wrote:
Actually, this one is more complicated, because it involves the underlying pix buffer. That has nothing to do with OpenGL...
Isn't the situation of the pixes exactly the same as the one of OpenGL ? That is, that it's all really one big global variable... why do "gem" messages exist? They could be bangs and it would give the same result.
_ _ __ ___ _____ ________ _____________ _____________________ ... | Mathieu Bouchard - tél:+1.514.383.3801 - http://artengine.ca/matju | Freelance Digital Arts Engineer, Montréal QC Canada