» md.vis
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.



my mixer using alpha27.2-dx9ex sharing textures across 4 vvvv's (2 instances of my simple patch-switcher (md.bot), the gui for the mixer and the output renderer (md.mix))

microdee, Monday, Apr 2nd 2012 Digg | Tweet | Delicious 12 comments  
kalle 02/04/2012 - 09:33


xd_nitro 03/04/2012 - 01:59

what's the performance of the dx9ex shared textures like? any issues?

microdee 03/04/2012 - 13:38

nope there are 9 shared textures accross this setup (2 from the switchers and 7 between the mixer gui and the renderer) and there's no performance impact at all. there's no fps impact even when the shared textures are used on separate monitors.
it's fast as hell:D
and the sample dynamic plugin is completely spreadable

sunep 03/04/2012 - 14:28

I have tried finding the nodes to do this in the new alpha but can't find it. Where can I find it?

xd_nitro 03/04/2012 - 15:09

man this sounds good... so this multi monitor thing - can this fix our issues with span mode and win7?

microdee 03/04/2012 - 18:52

@xd_nitro: i guess yes:D
@sunep: daily/sharedtester.zip there are the plugins necessary to receive textures

mrboni 03/04/2012 - 18:57

so you receive a shared texture using SharedMemory(EX9.Texture), but how do you share one?

edit: ahh thanks

antokhio 09/04/2012 - 23:18

good job ;]

microdee 10/04/2012 - 21:15

mrboni: you have to download this release: daily/core/vvvv_45alpha27.2-dx9ex-8df41c80b957481c2322ae3513fb319e7970a5c4.zip if you create a DX9Texture node and if that texture is used in an active renderer it's shared. the handle comes from a second output pin of DX9Texture

mrboni 11/04/2012 - 11:51

cheers md.

To note, this does let you share textures between devices so finally we no longer need to use span mode to share textures between multiple heads!

catweasel 16/04/2012 - 16:40

Do you have issues when renders are fullscreened like you did with mulitple versions of vvvv running (previously i could only get a 1024 fullscreen before other renderers would stop rendering)

microdee 16/04/2012 - 18:16

whoa i haven't used native fullscreen in a while (maximize window and remove borders was fine for me) and the last time i tried out fullscreen with multiple instances (with beta24 i think) it was buggy if i remember well

  • 1

anonymous user login


~4d ago

fleg: This Tuesday, Cologne: exhibition opening of "interwoven", textile disinformation patterns created with vvvv. https://fleg.de/news/exhibition-interwoven

~17d ago

manuelgonzalvez: Assimp nodes all broken afted Win Update w/exception "COM object that has been separated from its underlying RCW(...)"

~17d ago

manuelgonzalvez: @levi thanks would love to! anyway managed to get something similar working based on forum search and anthokio's patches.

~18d ago

levi: @ravasquez thanks. 31.2 x86 verrion worked. @manuelgonzalvez i have a dx11 projectTexture if u a want.

~19d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~19d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~20d ago

ravazquez: @levi not sure bout the ImagePack, but I believe VL.OpenCV should give you the same tools and should work with beta just fine

~20d ago

levi: anyone knows of a VVVVpacks.image that works for elliot's projector calibration patches?x64,dx11. always crashes v4 on solve.

~27d ago

Lorenz: VJing with GIFS: https://lorenzpotthast.de/gifjockey/ A fun little side project, that I first prototyped in v4 and now turned web-based ;)

~2mth ago

schlonzo: finally fixed in 4.8 nice1