forget the last post, this is the output from testCircle.m ( I had changed graphics cards to
test it)
PTB-INFO: This is the OpenGL-Psychtoolbox for Apple OS X, version 3.0.8. (Build date:
Aug 15 2008)
PTB-INFO: Type 'PsychtoolboxVersion' for more detailed version information.
PTB-INFO: Psychtoolbox is licensed to you under terms of the GNU General Public License
(GPL). See file 'License.txt' in the
PTB-INFO: Psychtoolbox root folder for a copy of the GPL license.
OpenGL-Extensions are: GL_ARB_transpose_matrix GL_ARB_vertex_program
GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader
GL_ARB_shading_language_100 GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint
GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_gpu_program_parameters GL_EXT_geometry_shader4 GL_EXT_transform_feedback
GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint
GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object
GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render
GL_APPLE_aux_depth_stencil GL_NV_texgen_reflection GL_NV_light_max_exponent
GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_imaging
GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp
GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map
GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine
GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow
GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite
GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object
GL_ARB_pixel_buffer_object GL_ARB_draw_buffers GL_ARB_shader_texture_lod
GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample GL_EXT_texture_rectangle GL_ARB_texture_rectangle
GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra
GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_secondary_color
GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_depth_bounds_test GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_dxt1 GL_EXT_texture_sRGB
GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp
GL_EXT_packed_depth_stencil GL_EXT_bindable_uniform GL_EXT_texture_integer
GL_EXT_gpu_shader4 GL_EXT_draw_buffers2 GL_APPLE_flush_buffer_range
GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range
GL_APPLE_float_pixels GL_ATI_texture_float GL_ARB_texture_float GL_ARB_half_float_pixel
GL_APPLE_pixel_buffer GL_APPLE_object_purgeable GL_NV_point_sprite
GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_blend_square
GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3
GL_NV_fog_distance GL_NV_depth_clamp GL_NV_multisample_filter_hint
GL_NV_fragment_program_option GL_NV_fragment_program2
GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_ATI_texture_mirror_once
GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
PTB-INFO: You are using a multi-display setup (2 active displays):
PTB-INFO: Please read 'help MultiDisplaySetups' for specific information on the Do's,
Dont's,
PTB-INFO: and possible causes of trouble and how to diagnose and resolve them.
PTB-INFO: According to the operating system, some of your connected displays do not
seem to
PTB-INFO: be switched into mirror mode. For a discussion of mirror mode vs. non-mirror
mode,
PTB-INFO: please read 'help MirrorMode'.
PTB-INFO: OpenGL-Renderer is NVIDIA Corporation :: NVIDIA GeForce 8800 GT OpenGL
Engine :: 2.0 NVIDIA-1.5.36
PTB-INFO: Renderer has 512 MB of VRAM and a maximum 493 MB of texture memory.
PTB-Info: VBL startline = 1050 , VBL Endline = 1050
PTB-Info: Measured monitor refresh interval from beamposition = 16.678533 ms
[59.957311 Hz].
PTB-Info: Will use beamposition query for accurate Flip time stamping.
PTB-Info: Measured monitor refresh interval from VBLsync = 16.679081 ms [59.955340
Hz]. (50 valid samples taken, stddev=0.033410 ms.)
PTB-Info: Reported monitor refresh interval from operating system = 16.666667 ms
[60.000000 Hz].
PTB-Info: Small deviations between reported values are normal and no reason to worry.
I am using a high resolution Im not entirely sure about the missed frames, is there a way
to check
--- In psychtoolbox@yahoogroups.com, "Mario Kleiner" <mario.kleiner@...> wrote:
>
> Hmm,
>
> your code is missing. Just put it into the "Files" section
> of the forum.
>
> However, i tested drawing a 'FillOval' within a
> 'FrameRect', passing the same rect parameter as
> you described. I tested in an animation loop,
> on a MacPro like yours with NVidia 8800 under
> OS/X 10.5.6, and on a MacBookPro with ATI X1600
> und 10.4.11.
>
> I can't reproduce the "jitter", the oval always nicely
> fits into the framed rectangle with no wobble whatsoever,
> i don't get any skipped frames at 90 Hz refresh, with
> or without the 'maxdiameter' parameter at a resolution
> of 1600 x 1400 pixels and the drawing time is about
> 0.4 msecs for an 800 x 800 pixels oval, way too short
> to cause timing problems.
>
> So either:
>
> a) You found an operating system bug in your OS and
> an upgrade would fix it. Rather unlikely but not impossible.
>
> b) Something else is causing massive timing problems?
>
> c) Your code does something unhealthy?
>
> d) Its not real, but some kind of artifact of motion
> perception? Have yout tried playing it at a low redraw
> rate or as sequence of still images to see if there is
> really something in the picture that causes this?
>
> I think of things like this "Brillenputzillusion" (look
> at the frame of the left glass):
>
> <http://www.yakachu.de/temp/brillenputzillusion1.avi>
> <http://www.yakachu.de/temp/brillenputzillusion2.avi>
>
> For b/c we need a minimal piece of code that shows
> the problem. Does PTB report lots of skipped frames/
> missed flip deadlines at the end? Do you use very
> high resolution and very high refresh rate?
>
> For d) Did you test on a CRT or on a flat panel?
>
> -mario
>
>
> --- In psychtoolbox@yahoogroups.com, "coder244" <coder244@> wrote:
> >
> > THanks for all the replies so far.
> >
> > The UpToMaxDiameter setting does not solve my problem.
> >
> > I tried using offscreen windows as in the DrawingSpeedTest example but this is not
what
> I
> > want to achieve. This is my goal:
> > For each frame (monitor refresh) a NEW circle is drawn on the screen, its position
> > incremented slightly, this gives the illusion a Single circle without a trace/trail is
moving
> > around the screen.
> >
> > The moving circle will act as an aperture for complex moving dots. So using drawDots
> > directly is not an option. My code is complex but here is a simplified version of what
I'm
> > doing:
> >
> > for i =1: numberOfFrames
> >
> > Screen(window,'FillOval', [0 0 0 255], mask{i},maxSize);
> >
> > end
> >
> > mask is essential a cell containing 4 column vectors for each new position at each
> frame,
> > this part works as I mentioned before using FillRect gives a filled rectangle moving
> around
> > the screen smoothly. I know its a speed issue with fillOval, so the question is, is there
a
> > way to work around it?
> >
> > here is some code ( its alot more complex)
> >
> >
> > --- In psychtoolbox@yahoogroups.com, "Mario Kleiner" <mario.kleiner@> wrote:
> > >
> > > David Fencsiks tip is a good one. Provide the size
> > > of the biggest oval you're going to draw, ie. if
> > > the max diameter is say 100 pixels, do a
> > >
> > > > Screen(window,'FillOval', [0 0 255], mask{frame}, 100);
> > >
> > > If the resolution of your display is high and the
> > > size of your ovals is small then the GPU has to do
> > > much more work than neccessary, and you can
> > > cut down by providing the correct maximum value.
> > >
> > > if your animation loop really just looks like...
> > >
> > > for frame=1:something
> > > Screen(window,'FillOval', [0 0 255], mask{frame});
> > > flipTime = Screen(window, 'Flip');
> > > end
> > >
> > > ... then Filloval is too slow and providing the
> > > maxdiameter parameter is the best you can
> > > do to cut down drawing time.
> > >
> > > Do you get many skipped frames?
> > >
> > > Ovals are expensive to draw, because their
> > > round shape must be approximated by lots of
> > > small line segments or filled triangles, so this
> > > is quite a bit of load in some cases.
> > >
> > > The 'DrawDots' method is efficient for circles, but the
> > > upper limit on NVidia and ATI hardware is around
> > > 63-64 pixels diameter, on Intel hardware even
> > > lower (around 10 or so).
> > >
> > > The other way to do it would be to draw the
> > > set of ovals into a set of Offscreen windows,
> > > then 'DrawTexture' those to the screen, as
> > > demonstrated in "DrawingSpeedTest".
> > >
> > > -mario
> > >
> > >
> > > --- In psychtoolbox@yahoogroups.com, "coder244" <coder244@> wrote:
> > > >
> > > > right now all I want to accomplish is
> > > >
> > > >
> > > > Mac Pro
> > > > OS X 10.5.3
> > > > 2 X 3.2 Quad Core intel
> > > > graphics cards:
> > > > ATI Radeon HD 2600 XT
> > > > NVIDIA GeForce 8800 GT
> > > >
> > > >
> > > > --- In psychtoolbox@yahoogroups.com, "Mario Kleiner" <mario.kleiner@> wrote:
> > > > >
> > > > > What do you mean with "jitters/vibrates"?
> > > > >
> > > > > A "jump" would mean for me that you miss video refresh
> > > > > intervals, so the motion is not smooth, maybe because
> > > > > drawing the filled oval is too slow on your graphics
> > > > > hardware? What graphics card, operating system do
> > > > > you have? Example code?
> > > > >
> > > > > -mario
> > > > >
> > > > > --- In psychtoolbox@yahoogroups.com, "coder244" <coder244@> wrote:
> > > > > >
> > > > > > Hello everyone.
> > > > > >
> > > > > > My goal is to have a circle, drawn by screen('FillOval'), move according to a
> > > predefined
> > > > > > random trajectory on the screen. Pretty simple eh? The problem is the circle
> > jitters /
> > > > > vibrates
> > > > > > /jumps every now and then as it is moving on its trajectory. the funny thing
is
> if I
> > > use
> > > > > the
> > > > > > same code but replace FillOval with FillRect, the motion is smooth!
> > > > > >
> > > > > > Any tips on why this is happening and how to prevent it ?
> > > > > >
> > > > > >
> > > > > > This simple code will be used as part of a more complex project involving
> alpha
> > > > > blending.
> > > > > >
> > > > > > Thanks in advance
> > > > > >
> > > > >
> > > >
> > >
> >
>