[visionegg] Re: Frame Buffer Objects
- From: gabriel.nevarez@xxxxxxxxx
- To: visionegg@xxxxxxxxxxxxx
- Date: Tue, 24 Jun 2008 17:15:47 +0100
Hi eamon,
glad to hear VE's kinda working for you.
what precisely are you guys trying to set up? is it an RSVP-type task? are
the stimuli dynamically generated?
I have an old CB-flicker task that does the job by pre-fetching the
TextureStimulus instances into video ram, I assume you've already done this,
right? Running on the emacs? haven't tried the frame buffer approach...
gimme some more details and will see if I've run into this.
-=gabe
On Tue, Jun 24, 2008 at 5:07 PM, Eamon Caddigan <ecaddiga@xxxxxxxx> wrote:
> I'm currently working on an experiment containing stimuli that I haven't
> been able to present without dropping frames, which is unacceptable given
> the timing requirements of this paradigm. Displays consist of several
> TextureStimulus instances containing high-resolution color photographs.
>
> Fortunately, the displays are relatively static; the images stay in place
> for hundreds of milliseconds at a time. As a work-around, I'm considering
> rendering each unique display to a Frame Buffer object before the beginning
> of a trial, and then presenting them as a single texture on a rectangle.
> This sort of emulates Psychtoolbox's offscreen windows.
>
> Does anybody have experience with such an approach? Are there other/better
> ways to display many hi-res images when a graphics card just isn't fast
> enough to handle them all as TextureStimulus instances?
>
> -Eamon
>
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- References:
- [visionegg] Frame Buffer Objects
- From: Eamon Caddigan
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- [visionegg] Frame Buffer Objects
- From: Eamon Caddigan