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Pro tools 10 el capitan fix
Pro tools 10 el capitan fix




pro tools 10 el capitan fix
  1. Pro tools 10 el capitan fix mac os x#
  2. Pro tools 10 el capitan fix pro#
  3. Pro tools 10 el capitan fix software#
  4. Pro tools 10 el capitan fix code#

To access System Preferences in OS X, do the following:

Pro tools 10 el capitan fix pro#

  • Deleting Pro Tools Preference, Workspace, and WaveCache files.
  • Disable Automatic Graphics Switching (For laptops only).
  • Disable Sudden Motion Sensor (For laptops only).
  • For best possible performance, it is recommended that you do the following:

    Pro tools 10 el capitan fix software#

    Pro Tools can be affected by system settings and other software and hardware installed on your computer. Products Affected : Pro Tools, Pro Tools HD

    Pro tools 10 el capitan fix mac os x#

    We fixed a similar problem involving window resizing, and although I've not seen it happen in normal repaint behaviour, it's certainly possible.Mac Guide - Mac OS X 10.11 El Capitan Optimizations and Troubleshooting Re: the original problem, there is some kind of bug which started in OSX10.11 where repaint messages can get queued rather than being merged. What you're getting this confused with is that CoreGraphics doesn't provide a way to ask whether a rectangle intersects the invalid region, so when JUCE components are being redrawn, any components that lie entirely inside hidden regions that are between visible regions can't ask whether they're completely occluded, so they have to call their paint routines anyway, even though nothing they draw will hit the screen. I've explained this countless times, but here goes again! CoreGraphics maintains a correct multi-rectangle region when you invalidate separate rectangles, and it doesn't repaint any areas between them. Despite the fact that the meters are completely blank, we're still seeing drastic slowdown: Here's a gif showing what I'm talking about with paint debugging enabled. Does anyone have a clue as to what could be going on here? What even happens when repaint is called on a blank child component that could be causing slowdown? Is there overhead associated with drawing the section of the parent component over which it exists? Isn't that cached? This had no effect on the result and I still experienced the accumulating lag.

    Pro tools 10 el capitan fix code#

    It's almost as if the OS is preventing our app from drawing more CPU in order to account for the frequent repaints.Īs a sanity check, going off of Jules' comments in similar threads suggesting simplifying the paint callback, I tried commenting out all code in our meters' paint function, so they were completely blank. Interestingly, the CPU of our program hardly even rises during this situation (totaling ~20%) so I have no idea what's causing the lag. If you let playback continue for 20 seconds or so, this delay becomes much longer (6 seconds, etc.) so it seems like the frequent calls to repaint are "piling up" and preventing the main thread from doing anything else until they are cleared. After the El Capitan update, it seems that something is happening where the repaint calls are "piling up" and causing our main thread to become unresponsive.įor instance if you start playback (meter values start changing and calling repaint) then try to hit the stop button, you'll get a small delay (1 second) from when the button is clicked and when it actually changes. In our case, we have a separate thread running at 60fps which looks for any changes made to our incoming metering values and calls repaint() on the meter whenever necessary. This only became an issue after the El Capitan update. We're experiencing this on a desktop application (the Raven) and it also seems to be related to frequent calls being made to repaint for our meters. That will sound alarming but in my opinion here's the status right now: you can't use Juce drawing for any animation inside your plugin, unless you don't care about performance on El Capitan. Are you going to have one big OpenGL context for all of your GUI? You can forget about Juce::Component for your GUI component then. But what are you going to do if you have several part of your plugin that needs animations? And what if the animated place of your gui can move? Are you going to create several openGL context and move them around? that sounds inefficient.

    pro tools 10 el capitan fix pro tools 10 el capitan fix

    Right now the only way to go would be effectively to go OpenGL mode.

    pro tools 10 el capitan fix

    so I don't see how using a ChangeBroadcaster / ChangeListener would help me, because there is no message to coalesces, I'll still send ask for the same number of repaint per second. Let's keep the 30 FPS example (which is not a crazy framerate for an animation): I still want to have 30 repaint per second, so I need to ask for a repaint approximately every 33ms, and get it. I get that ChangeBroadcaster / ChangeListener can coalesces message, so it can be useful if we would ask for too much repaint than we effectively get / need, but that's not the case here.






    Pro tools 10 el capitan fix