I don't really know what I'm doing, although I've done all the Jitter tutorials and whatnot. So use small words and speak slowly. :)
I need some help with a max for live patch I've been playing with. I'm getting audio glitches when toggling fullscreen, and I don't know where to look for the problem, because my understanding is that what I'm doing should barely be touching my CPU.
I've been modifying a version of the Gantz Graf patch, and all my modifications are on the control side, so they don't seem like they should be generating a substantial CPU load. So it's a jit.gl.gridshape outputting to a matrix to be modified by the audio input, and then driving two jit.gl.meshes, and then a jit.gl.render rendering the results to a jit.window.
So my understanding is that the only part that should really be taking place on my CPU is the bit from where the jit.gl.gridshape is generated through the jit.op that modulates it via the audio input, to the jit.gl.mesh inputs. And then from the jit.gl.mesh in through the jit.gl.render, it's all my GPU, right? So isn't it odd that I'm getting what sounds like buffer issues when I toggle fullscreen? Is there a way around this issue?
My CPU meter is sitting around %20 in Live. I can crank the test tone up to a simulated %80 and not get any glitches, and I'm not seeing any visible spikes on the CPU meter when I toggle fullscreen on and off. Also, I'm monitoring Live's audio output when I hear the glitches, and not listening to the audio input into the Gantz Graf patch.
Anything obvious I should be checking? Is this unavoidable?