Odd issue here - im working on a proper bug report, but im curious if
anyone has run in to this before I code up an example reproducing the
My patch loads at runtime a bunch of scripts that dynamically create
bpatchers. I hit a performance penalty for doing this (all driven at
once). To fix this, I strictly controlled their load order, via a
loadbang t b b b b with my different [forward loadbang_1], [forward
loadbang 2] etc etc messages. This Greatly improved my patches
startup time, however, my bpatcher started looking all weird. Ive
isolated it to when the script is run that creates to sub bpatchers.
ie: if my main bpatcher loads and runs the script at load, my
bpatchers load correctly.
if I delay the loadbang, or click the script to run manually, to load
the fx modules, I get major issues with where my bpatchers offset is
relative to its 0,0. correcting the patch to load the subbpatchers at
load time fixes this.
ie: does bpatcher do something, or work a certain way so that the
coordinate system will be different right at patchload (loadbang
time) vs after? My patch is off CONSISTENTLY by 23 pixels. Odd thing
is is that no where - NO WHERE - do I specify any offsets vertically
or horizontally in my main bpatchers. sans-loadbang a vertical offset
wtf. ? Anyone have any clue. Ill try and get that example out shortly.
v a d e //