Jitter 1.6 a few Issues with imageunits - dims - memory leak? ?


    Jun 25 2006 | 3:44 am
    Mixing textures of different dims through a jit.gl.imageunit (with an image unit loaded that uses two inputs) results in the smaller dimed texture *not* being scaled to the output dim of the 1st texture. This results in a 'picture in picture' effect. This happens regardless of colormode.
    Hardware/Software - Mac OS X 10.4.6 - Powerbook G4 1.6.7 128Mb VRam Max 4.6 public beta Jitter 1.6 public beta
    Expected behavior: Well, Im uncertain how this should work. IMO ideally the texture dims would be matched to the leftmode inlets texture dims. But is this something we will have to manage ourselves? the MOP object does this for matrices in jitter land, so id expect something equivalent.
    Also, I have been able to reproduce a memory leak by changing the size of the window when working with jit.gl.imageunit - it seemed to happen more with @colormode uyvy, but I could get it to do it in argb mode. I havent figured out what exactly causes it, but watching top with the patch open I notice a memory increase.
    here is the bug patch :
    Bug 2 patch
    v a d e //
    www.vade.info abstrakt.vade.info

    • Jul 28 2006 | 9:21 pm
      On Jun 24, 2006, at 8:44 PM, vade wrote: > > Mixing textures of different dims through a jit.gl.imageunit (with > an image unit loaded that uses two inputs) results in the smaller > dimed texture *not* being scaled to the output dim of the 1st > texture. This results in a 'picture in picture' effect. This > happens regardless of colormode.
      Sorry, but this behavior won't change and is the way imageunits work with different sized inputs. And for some kinds of additional image inputs (like gradient image inputs), you explicitly don't want to upsample to the lefthand texture size. So yse, this is something you'll need to manage yourselves, but you can do so without much dificulty.
      Just use an instance of jit.gl.slab @adapt 0 @dim , before the righthand input to jit.gl.imageunit. You can also avoid the green border problems visible with UYVY textures and certain image units which extend black (uyvy green) for regions outside the image, but using jit.gl.slab before jit.gl.imageunit to always convert the uyvy data to argb data before the imageunit. Again this is something you'll need to manage yourself. This incurs a slight performance penalty, so we won't force it to happen for all cases. We might figure out a solution to this in the future, but this is the behavior Jitter 1.6 will ship with.
      -Joshua