ToolQueue

DELAY

Hi i think that a DELAY patch could be extremely usefull: delay any message given a time value. This would prevent excessive use of the Queue patch, esp. that you can't really control precisely how long the delay will be. Maybe someone already has a macro for this ?

Structure Processor

Towards a processor equivalent of the iterator renderer. A structure pipe + grep. A hint of what spreads could do. Take your metaphor of choice!

A macro patch that takes in a structure and then passes each structure member to its subpatches and outputs the modified structure. Would need an 'iterator variables' equivalent to handle the feeding in and out of the subpatch, and the subpatch would need to know the key or index of the structure item its currently processing.

Lets say I have a structure of images and positioning metadata. With this, I could add a filter to those images and leave the metadata alone.

Or a bunch of 3D geometry, GL lines etc, now you can manipulate each coordinate.

For me, this is a wall I've hit as its beyond the scope of the official api.

Toby

Delay signal

psonice's picture

Is there a "nice" way of delaying a signal?

I have a case where I send a signal to a macro patch, which steps a counter. That triggers the processing of an image, which gets stored in a queue. When the image processing is done, I want it to send a signal back to the start which will step the timer so that when each frame is done, the next one starts automatically.

The problem with that is that it works on older boxes, where the frame might take say 0.3s to draw, but on a new box it's done so fast that the 'done' signal arrives before the 'start' signal has finished, so it fails to trigger the next frame.

So, is there a good way of delaying the 'done' signal by say 0.05s? I've considered using it to trigger a stop watch, which would then trigger a conditional when it hits a certain time, then reset itself and trigger the start, but it seems a bit messy. Any better ideas?

Video Buffer

Hi folks, yes, i think QC seriously lacks a video buffer. I've managed to build one with synch'ed image accumulators (one per sampled video frame) , but the performance is quite relative. (from 60 to 30 fps when using this buffer with 50 frames). A hardcoded video buffer- or even a HLSL texture shader - would definetly allow for some neat live scratching. Apple provides sample code for buffering frames and interfacing with QC, howerver i don't have coding knowledge... maybe you guys can handle this...

Frz