I have a problem related to the fact that doing pixel access with Pipet (EX9.Texture) is very slow (as is expected). I don’t need that exactly realtime though - only as frequently as possible while the main (interactive) patch runs at full speed.
The way to go about this would be some kind of multithreading in VVVV. One straight-forward way would be to have multiple VVVV instances running that would communicate via Shared Memory. But it would be a little cumbersome to always have to start two separate instances - is that really the only feasible implementation of two different graph-render speeds?
Ideally I could use some sort of asynchronous messaging (like shared memory) in the same instance of VVVV.
Any thoughts are welcome :)