multiple videoPlanes, videoCards and performance issues

    May 22 2006 | 1:56 am
    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.

    • May 23 2006 | 8:46 am
      There was just a post on May 20th called "Using 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
    • May 26 2006 | 9:57 pm
      Sorry, forgot to add two necessary subObjects.