multiple videoPlanes, videoCards and performance issues
Hi list,
I'm currently trying to build a gl patch that could drive three 800 X 600
windows (each on a separate 6600 NVidia card stacked in a quad 2.5 G5). The
tricky part about this project is that I have to subdivize each window in 12
smaller blocks/videoScreens and have a gl.shader available to do real-time
treatment on all the video ouputs.
I'm currently reading the texture files (800 X 600, photoJpg, 15 fps) from
the ram, slicing them up with jit.scissors and tying them to independent
gl.texture and videoplane objects. I'm using a separate rendering context
for each window (seems to be HW).
I'm able to get 14 fps (if i can trust the fpsgui object...) but the video
seems to" clog-up" at moments and the computer eventually crashes after 15
minutes. I was wondering If there would be better ways to structure this
project.
I've read previous threads concerning multiple video Outputs and openGL +
other ones relating to texturing issues. I found there valuable information
(concerning rendering context, colorspace, window syncing and such) but
wanted to ask if anyone on the list tried something similar and what kind of
performance I should expect out of my set-up.
Thanks,
Etienne
There was just a post on May 20th called "Using jit.gl.videoplane as
jit.glue" that might be of interest to you, for a different technique
with a single texture.
Otherwise, I use a similar method, but using multiple.jit.submatrix
objects instead of jit.scissors objects, each with it's own
jit.texture. I have over 96 of them on a dual-core 2GHz G5 (nVidia
6600) with no problem (50fps, easy). Perhaps the multiple windows is
what's bogging you down.
best,
evan
Sorry, forgot to add two necessary subObjects.
E.
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