Imageunit bug/crash
Hello
Bug:
Jit.gl.imageunit crash
System:
Max 4.6.2, Jitter 1.6.2
Model: PowerBook5,6, BootROM 4.9.1f1, 1 processors, PowerPC G4
(1.2), 1.67 GHz, 1.5 GB
Graphics: ATI Mobility Radeon 9700, ATY,RV360M11, AGP, 128 MB
Memory Module: SODIMM0/J25LOWER, 512 MB, DDR SDRAM, PC2700U-25330
Memory Module: SODIMM1/J25UPPER, 1 GB, DDR SDRAM, PC2700U-25330
AirPort: AirPort Extreme, 405.1 (3.90.34.0.p18)
Modem: Jump, , V.92, Version 1.0,
Bluetooth: Version 1.7.8f2, 2 service, 0 devices, 1 incoming serial
ports
Network Service: AirPort, AirPort, en1
PCI Card: TXN,PCIXXXX-00, cardbus, PC Card
Parallel ATA Device: MATSHITADVD-R UJ-835E,
Parallel ATA Device: ST9100823A, 93.16 GB
USB Device: Bluetooth HCI, , Up to 12 Mb/sec, 500 mA
USB Device: Apple Internal Keyboard/Trackpad, Apple Computer, Up to
12 Mb/sec, 500 mA
To recreate:
Open jit.gl.imageunit help file.
Add a jit.gl.texture foo after jit.gl.imageunit foo
Turn on rendering and load a movie (dvducks is fine)
Now make and send various a dim messages to each object. I haven't
figured out what combination causes it, but ive gotten it to crash
about 5 times in a row now after sending various combinations of dim
messages to both imageunit and jit.gl.texture.
Id like to be able to have larger and smaller textures in the
pipeline, say for rendering openGL with @capture to a larger dimmed
texture to avoid any jaggies, and mix with DV or 320x240 video
incoming on the card, fwiw, thats my reasoning for experimenting with
dim/texture etc.
Expected behavior
No crash
---
Thanks!
BTW, I havent been able to isolate, but ive noticed since upgrading
to 4.6.2, my large patch crashes much more often. Its openGL and slab
chain heavy. Anyone else have issues?