Jack wrote:
Hello Oliver,

I reduce the patch to expose the problem.
The different solutions are inside.
Hope it helps...

it does !

thanks a lot for your explanation,
your method also works with the chained shaders !

even though my ambition was to use one gemhead for everything, i see that your preferred solution with a second gemhead is much better and also looks more logical to me.



one last question:

wouldn't the [pix_buf] method be more cpu intensive ?

because it says in the help file:

"[pix_buf] is only effective if it is storing a static image. If you are continually modifying the buffered pix, then pix_buf is going to be spending a lot of time copying pixels."

... which i think i do when i'm feeding a film into it, isn't it ?
yet i didn't notice any raised cpu power with [pix_buf] even though i used a 1280x720 film.



best

oliver





++

Jack



Le 03/03/2018 à 14:58, oliver a écrit :
Jack wrote:
Hey Oliver,

Do you have a minimal patch with a shader that described your problem

 ... no minimal approach with chained glsl shaders ;-)

nonetheless, i managed to pack everything together (it's a zipped folder
with all needed ingredients, just a pd patch and the required shader
files) to demonstrate the problem.

if you can spare the time to take a look at it,
that would be very nice !

but as i said, i already got my task working with my little hack, so no
sweat, please (even though it "feels" a little fragile).

best

oliver




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