fsaa and jit.gl. matrix render questions

Jun 20, 2007 at 9:21pm

fsaa and jit.gl. matrix render questions

greetings folks

so hmmm

am trying to render some open gl stuff out to quicktime and am working off of the jit.gl.render_tomatrix example

I am finding that the first example works great and gives me a decent frame rate – 40ish fps [matrix_render]

but both of the other two examples [desktop_render] and [glreadpixels_render] give a serious performance hit – 6-7fps

this is fine except now I have a new machine that supports it and have fallen in love with the oh so smooth curves of the fsaa option

(frame rates here are the rate of rendering a 400×400 pix jit.gl.sketch based stream – not the capture rate)

what I don’t get is that, according to the note in the patcher, the first method is suppose to be the slowest –
I guess not for me because I am using GL for other fun things?

is there away to render to a matrix and still use the fsaa option?

many thanks

jamie

macbook pro 2.4ghz
4 gig ram
OSX 10.4.9
GeForce 8600M GT
MAX 4.6.3 – Jitter 1.6.3

max v2;
#N vpatcher 30 89 1107 848;
#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P comment 437 157 220 196617 < ---- this reports 49-50 fps;
#P comment 28 224 220 196617 this does nothing for me in this contxt —–>;
#P toggle 252 224 15 0;
#P message 252 249 43 196617 fsaa $1;
#P user jit.fpsgui 371 154 60 196617 0;
#P number 355 110 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;
#P toggle 310 109 15 0;
#P newex 310 130 55 196617 qmetro 20;
#P message 442 683 27 196617 stop;
#P message 330 683 109 196617 write 20. jpeg normal;
#P newex 310 708 108 196617 jit.qt.record 400 400;
#P user jit.pwindow 309 281 402 402 0 1 0 0 1 0;
#P objectname witherTHIS;
#P newex 310 247 186 196617 jit.matrix witherTHIS 4 char 400 400;
#P newex 332 219 238 196617 jit.gl.render witherTHIS @erase_color 0. 0. 0. 0.5;
#P newex 310 193 55 196617 t b b erase;
#P comment 30 79 315 196617 as mentioned – this is pretty straight out of the example patch;
#P connect 13 0 12 0;
#P connect 9 0 8 0;
#P connect 8 0 1 0;
#P connect 1 0 3 0;
#P connect 12 0 4 0;
#P connect 3 0 4 0;
#P fasten 6 0 5 0 335 703 315 703;
#P connect 4 0 5 0;
#P fasten 7 0 5 0 447 703 315 703;
#P connect 1 1 2 0;
#P connect 1 2 2 0;
#P connect 10 0 8 1;
#P fasten 8 0 11 0 315 150 376 150;
#P pop;

#32556

You must be logged in to reply to this topic.