Better FPS when using still images

    Jul 09 2008 | 3:12 pm
    I've created a demo for an installation and have combined both still images and movie files, but the still images really tend to slow the performance of my system down.
    Both the image files and the movies are going through the same processes:
    colormode UYVY, 1280 720 dimensions into a slab using the 'cc.uyvy2rgba.lite.jxs' shader then into a second slab which changes the alpha value of the movie/image.
    anyway, the still images slow down the system alot more than the videos, is there anything that I am missing out that could make it perform better? I can post a patch if needed, it just seemed unnecessarily large to post it.
    Cheers for any help. Regards, Ben

    • Jul 09 2008 | 4:22 pm
      perhaps images are bigger then 1280x720 and you have @adapt 1 argument for enabled??
    • Jul 09 2008 | 5:07 pm
      couple things to make sure of. your is stopped (@autostart 0). you're only banging the to the texture ONCE at initialization.
      beyond that, it's anyone's guess.
    • Jul 10 2008 | 11:19 am
      Sadly stopping the and only sending it once doesn't do the trick. As I'm using a jit.ql.render, it's being erased before re-writing the Window. The images are also smaller than 1280x720 for now anyway, they will be exactly that size when it is performed. I'll keep trying, I think using autostart 0 worked a bit, it's running at just under 30fps which sounds fine, but it just seems too choppy. Regards, Ben
    • Jul 10 2008 | 3:47 pm
      that's because you're doing something wrong. post a patch.
    • Jul 14 2008 | 9:08 am
      OK then, here's the patch. This is one of the sub patchers that displays the images. The only difference between the subpatchers for the images and the ones for the videos is in the arguments. Video has @unique 1 @adapt 1 @colormode UYVY.
      Cheers for any more help, I'm sure its probably something small that I'm doing wrong. Regards Ben
    • Jul 14 2008 | 5:35 pm
      all i'm saying is to disconnect the t b from the just bang the once after the image is loaded. this gets sent to the gl.slab, which stores the image as it's internal texture. after this initialization, you only have to bang the gl.slab object every frame, and not the
    • Jul 15 2008 | 3:50 pm
      Brilliant, didn't have a clue the Slab stores the image. Cheers for the help, worked a treat. Regards, Ben