hi!
i have a good question: how can i re arrange Global variables ( values / nodes ) created with S and R ?
They appear in order of creation, and i would like to set them appear in another way .
cheers
hi!
i have a good question: how can i re arrange Global variables ( values / nodes ) created with S and R ?
They appear in order of creation, and i would like to set them appear in another way .
cheers
ai karistouf,
i am afraid, that is not possible.
aie aie damned…
this would be great to have access to somehow a storage place for this type of things…
like a io box devotated to global variables we could arrange by order of our choice.
by the way:
my bug with wrong enum showing up disappeared with adding a framedelay before my ord2enum node.
i would like in fact really appreciate to have hand on what is called in the frame process:
set job in 1st popsition this subpatch, in 2nd task to do this renderer or shader, etc etc …
but i m asking nightmare, is that right ? ;-)
anyway thanks for your answer
please don’t wait for sortable S+R names…
sounds like a workaround, but still we’d need a simple way to reproduce the error in the first place in order to be able to really fix it.
not sure what you mean with this. there is no such thing as an “order of execution” within vvvv. all things happen practically at the same time, i.e. in the same frame.
sounds like a workaround, but still we’d need a simple way to reproduce the error in the first place in order to be able to really fix it.
i know joreg, i know… didnt find any clue than this idea of something messy with enum listing and frame position…
not sure what you mean with this.
there is no such thing as an “order of execution” within vvvv.
i know its not procedural.
but when you have a patch where you are fighting ( i know i m not at all perfect patcher and surely Kalle will chill seeing my patchs ) and you see:
-it doesn t work when you open it, launching evreything at same time
-if you destroy a renderer or a shader and recall it after, all the patch works
what could it be than the need to call things in a certain order and not all at once on opening the main patch ?
i began to work around this idea since i m using heavely shaders ( 16 on a a 1280x720 resolution) for a new project and i m discovering hard GPU considerations.
so there no way, like Group(advanced) to set order of processing renderers or subpatch in the time of one frame at a precise position ?
:-(((
the processing order for Group (EX9) is left to right. a layer connected to the leftmost input is processed/drawn first. rightmost -> last. that is as much control you have in a patch. like this you could do some debuggin by disconnecting things (starting from the right) saving and reloading. until it works…
Wouldn’t calling the modules up via SetPatch (VVVV) one frame after the other and adding to the current patch be a workaround?
You could even make a nice “loading…” bar to go with it :D
please don’t wait for sortable S+R names…
boouuuououuouou ( sob and cries and desespearance)
that is as much control you have in a patch
hum… this is very annoying to have to deal with such troubles, It would be really fine to be able to set priorities in other manners.
But if i understood you right, joreg, if in my main patch i have a subpatch sorted left to right in its subpatches, this could be an issue to try to rearrange comportements with my renderers ?
Wouldn’t calling the modules up via SetPatch (VVVV) one frame after the other and adding to the current patch be a workaround?
hi grandchild
talking truely, i m affraid from this approach: and if a subpatch doesn t load ?
what is the most stable way? a main patch fixed and running, opening all at once ?
or a load of subpatches inside of it, one after one on open ?
especially if each subpatch is sending a texture as global variable. would it be stable ?
has someone a patch showing how to load patches in order with frame count, in a very stable way ?
you could use catweasels patchswitcher. i encountered a startup problem just recentely and by encapsulating the nasty node (and loading it later with patchswitcher) solved my problem.
just out of curiosity, why do you send many textures as global variables ?
you could put the sends outside of the modules and load each module step by step with patchswitcher (switching from an empty patch to the patch in question)
patchswitcher
http://vvvv.org/tiki-download_file.php?fileId=1033
hi u7angel, happy to see i m not the only one to encounter this kind of troubles
because its a project where i m mixing heavely one camera.
so its signal is sended to differents effects, and some effects result are sended to other ones.
then everyody ( 16 to 18 texture 1280x1024 , and maybe 24 at the end of project) is arriving to svvvvvitcher’s blend fx, where its mixed live, with a manual choose of each effect on the fly.
this is for a dance performance.
your encapsulating way confirm me that there is a need of a kind of priority to set on load or on play in the frame process. many thanks
;-)
i wouldnt compare my case with yours, i had to get a macMini playing videos with a specific codec. i guess the graphics card isn’t really up for the job as the videocodec + fullscreen troubled me…therefore i had to use the loading module technique after going fullscreen.
your case sound very much like messy patching! i doubt you need 18 effects/textures at the same time. what you should do is effect switching to save performance. routing your videosignal to the effects you really use. and i bet once you use , let’s say only 3 active effects and textures, you don’t need the dynamic module loading stuff anymore. and i mean only 3 effects/renderer passes in your whole project. every additional node eats up memory and performance, even if being inactive. less nodes = more efficient.
loading modules later is really a last measure , without seeing your patch i guess there some chance to make it more concise , hence less nodes, sends, textures and therefore more stable.
check your memory of the graphics card, and maybe your ram. i guess your system is right on the edge.
no. the left right order is only true for layers attached to a group node. it has nothing to do with loading order of the patch. only with the processing order (framewise). my suggestion was only useful for trying to debug which parts of your patch trouble on load.
ok merci joreg.
regret not to be in node10, but one day hope to meet vvvv’s band ;-)
what would be consequence with global variable if created by subpatches loaded one after one has suggested by u7 and grandchild ? will they be sorted by order of appearance in loading process ?
what is your opinion ?
yours
hello
this thread is now almost two years old, so i might ask again?
will this be possible one day (soon)? it would be a real handy feature.
thanks
yes devvvvvs, it would be really nice to have a personnaal sorting way of global variables. on hudge patches its quite a mess. Would that be possible JUST to have a sorting by alphabetic order ( like node list).
like this user may create its own way of sorting things.
i warned you this would take a while, but here you go: https://vvvv.org/blog/vvvv50beta35.5