2 jit.movie in one patch, 2 different framerates (gl.pix issue - solved)


    Sep 04 2017 | 11:29 pm
    Hey i've found a strange behavior. If i put 2 jit.movie in one patch with the exact same properties i have always differennt framerates on heavy load. I read a random 1080p movie (h.264) on a Macbook Pro 2011 and i've got around 50fps with the left jit.movie and around 75fps with the right jit.movie. Same happens with my Win10 Lenovo (90fps left, 120 fps right)
    Can anyone confirm this, or tell me why this happens?

    • Sep 06 2017 | 10:45 pm
      Well, after playing around with this issue, i just figured out it's depending on the incoming metro in jit.gl.pix. (this took me ages) The texture bang and the metro bang don't like each other. But unfortunately i need the metro for keep playing the gl.pix . So i did a litte workaround. The metro is banging the gl.pix in the first inlet, and all others is going on in2 and in3. btw. this is also happens in jit.gl.slab
    • Sep 08 2017 | 1:34 pm
      Hi,
      I suspect you've worked this out, but this happens because by default both the bang (from the metro) and the matrix messages (from the left hand side movie) cause all the operations in the jit.gl.pix (and downstream of this) to run, so you're asking the machine to do a lot more work when it's getting both messages. The simplest way to avoid this is to add '@thru 0' to the jit.gl.pix - that way it will accept texture messages in the left hand input as normal but will only output a texture when it receives a bang message.
      Hope this helps,
      Tom
    • Sep 08 2017 | 1:46 pm
      That's what I thought! And thanks for the @thru 0 hint!
      Thanks Markus