I'm trying to build a video wall-type Jitter patch that scans across multiple still photographs, arranged in a 4x4 grid. I'm doing this with 16 jit.gl.videoplane objects, referencing some of 50+ texture objects, each of which contains a high-res photograph. Scale and offset messages drive the photo motion. The system is efficient enough, getting 60+ fps. The problem I'm facing is loading the 50 images into the texture objects. Loading one by one, as needed by the patch causes an expected drop in frame rate until the loading is complete. Not ideal with 50 loading events. Loading all 50 at once (inside 50 poly instances) or in quick succession causes Max to hang for a while, then give up on the operation after only a portion of the textures have been created. I don't know enough about scheduling and memory operations to know where to start fixing. How do I get fifty 3MB textures loaded quickly and dependably?
I'm afraid I can't post a patcher just now, though I should be able to follow up with something. I'd also be interested to know whether in general I'm going about this the right way. The method I'm using works, but this side of Jitter is new to me and it wouldn't surprise me if there's a proper way to do this that I'm missing.
Thanks for reading.