jit.gl.texture error message - help please

Curly's icon

I have 8 layers of movies each going to a named ji.gl.texture, each of which is then used by a jit.gl.mesh.

when I change from one dimension movie to another (eg 320x240 to 960x540), I get this error message:

jit.gl.readback.pbuffer: error creating pbuffer: GL Error: Out of memory
jit.gl.pbuffer: error updating bound texture: GL Error: Invalid operation
jit.gl.texture: error submitting texture data: GL Error: Out of memory
error: jit.gl.texture: error attaching texture to readback mechanism for capture
error: could not allocate matrix
error: jit.gl.texture: unable to create cache: out of memory

Can anyone tell me if this means I need a better graphics card, or simply more RAM on the PC that I am using?

Running max 4.6.3, jitter 1.6.3, Windows XP

yair reshef's icon

post a basic example of a patch demonstrating this. most (but not always)
you can find the problem (or least) while making one.
anyways, changing dim in textures is not recommend practice, not more then
once, and early as possible in the rendering chain. have you tried the
dimscale attribute to slab.
why not start working straight with 960x540?

opengl has its element of unpredictability...
what gfx card u currently use?

On Thu, May 29, 2008 at 11:41 PM, Ed Purver wrote:

>
> I have 8 layers of movies each going to a named ji.gl.texture, each of
> which is then used by a jit.gl.mesh.
>
> when I change from one dimension movie to another (eg 320x240 to 960x540),
> I get this error message:
>
> jit.gl.readback.pbuffer: error creating pbuffer: GL Error: Out of memory
> jit.gl.pbuffer: error updating bound texture: GL Error: Invalid operation
> jit.gl.texture: error submitting texture data: GL Error: Out of memory
> error: jit.gl.texture: error attaching texture to readback mechanism for
> capture
> error: could not allocate matrix
> error: jit.gl.texture: unable to create cache: out of memory
>
> Can anyone tell me if this means I need a better graphics card, or simply
> more RAM on the PC that I am using?
>
> Running max 4.6.3, jitter 1.6.3, Windows XP
>
>
>

Curly's icon

Hi Yair
Thank you so much for replying.

Here is a simplified version of where the problem arises in my patch. I am using poly~ to read back multiple movies of different sizes from a folder.

I am using gl.mesh instead of gl.videoplane because I will have to tour to different venues, and I want to be able to quickly 'pin' the corners of my videos to fit the multiple screens in each set up.

-----

Max Patch
Copy patch and select New From Clipboard in Max.

Wesley Smith's icon

The important bit of info that is missing is what graphics card you're
using and how much VRAM it has.
wes

Curly's icon

Yes, sorry, I forgot.

I have been given an old machine for this:

1 gb RAM

video card = ATI Radeon 9600
memory size: 256 MB
chip type: ATI display adapter AGP (0x4152)
DAC type: Internal DAC(400 MHz)

Thanks for helping.

Wesley Smith's icon

Sounds like you're simply running out of video memory. The 9600 is
quite an old card and it may be that since it doesn't support FBOs as
far as I can remember that the pbuffer RTT targets are unable to be
pulled in and out of VRAM by the graphics card driver when memory
exceeds what is actually available. You may just be out of luck here.

wes

On Fri, May 30, 2008 at 8:49 AM, Ed Purver wrote:
>
> Yes, sorry, I forgot.
>
> I have been given an old machine for this:
>
> 1 gb RAM
>
> video card = ATI Radeon 9600
> memory size: 256 MB
> chip type: ATI display adapter AGP (0x4152)
> DAC type: Internal DAC(400 MHz)
>
> Thanks for helping.
>
>
>

Curly's icon

Aha. I feared as much.

Thanks so much for your reply. I don't understand GL well at all, so I really appreciate your input.

Any recommendations for a decent video card upgrade? Doesn't have to be the very latest and greatest (low budget *sigh*).

Curly's icon

Actually here's another question.

I've just been testing some more and I got this error:

jit.gl.texture: error enabling transform: GL Error: Stack overflow

Could it be that everytime I read a new movie into a jit.gl.texture, it is storing the previous texture somehow? Do I need to send it some kind of clear message, or 'unbind' message or something? (I have no idea what I'm talking about ;) )

Wesley Smith's icon

Is this related to the memory issue? Post a patch if you need some
help with this.
wes

On Fri, May 30, 2008 at 9:33 AM, Ed Purver wrote:
>
> Actually here's another question.
>
> I've just been testing some more and I got this error:
>
> jit.gl.texture: error enabling transform: GL Error: Stack overflow
>
> Could it be that everytime I read a new movie into a jit.gl.texture, it is storing the previous texture somehow? Do I need to send it some kind of clear message, or 'unbind' message or something? (I have no idea what I'm talking about ;) )
>
>
>

Curly's icon

It's related to the simplified patch I posted earlier in this thread.
Except I am using multiple poly~ objects to read different sized movies
into the slabs/textures/meshes. It seems to work ok for a while, but then
I get either the memory error or the error below - but more often the
memory error.

I've been playing with different attributes on a trial and error basis.
What does using the @share attribute mean for gl.texture?

> Is this related to the memory issue? Post a patch if you need some
> help with this.
> wes
>
> On Fri, May 30, 2008 at 9:33 AM, Ed Purver wrote:
>>
>> Actually here's another question.
>>
>> I've just been testing some more and I got this error:
>>
>> jit.gl.texture: error enabling transform: GL Error: Stack overflow
>>
>> Could it be that everytime I read a new movie into a jit.gl.texture, it
>> is storing the previous texture somehow? Do I need to send it some kind
>> of clear message, or 'unbind' message or something? (I have no idea what
>> I'm talking about ;) )
>>
>>
>>
>