Generator updates too slowly

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 10/05/2009 at 01:50, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   10.1, 11 
Platform:   Windows  ;   Mac OSX  ; 
Language(s) :     C++  ;

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Hi,

in my generator plugin, I create a Plane primitive, convert it into a polygon object (Current State to Object) and manipulate the point positions (using the point array retrieved from ->GetPointW()).

Using the GeGetTimer() function, I measure the time used. Even with a plane subdivision of 1000x1000, it's really fast, only 2 or 3 seconds.

Then I return the resulting PolygonObject from GetVirtualObjects().

And then I wait, and I wait, and I wait...
And after approx. 2 Minutes(!!) the geometry in the viewport updates!

What could be the reason for this? My calculations are all finished, and I just return the geometry. And that takes sooooo damn long! What is Cinema doing all this time? If I create a Plane primite in the editor and set it to 1000x1000 subdivisions, it updates immediately.

Is there anything I can do? Do I have to send some kind of message to speed this up?

Greetings & thanks in advance,
Jack

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 10/05/2009 at 04:31, xxxxxxxx wrote:

Hm, got it somehow.
But don't know what the reason was.

Cheers,
Jack

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 10/06/2009 at 14:41, xxxxxxxx wrote:

Any ideas on this as I'm experiencing the same issue with my plugin generator?

Makes no sense, does it?

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 10/06/2009 at 16:54, xxxxxxxx wrote:

To include additional information: doing a GePrint() of sections of the GetVirtualObjects() code, I see that it is continually making it to a certain part and then starting over many, many times before it completes. The method where it keeps bailing is like Recurse() in Atom.cpp (hint: checking bt->TestBreak()). If I omit that check, it bails forever, otherwise it bails for ridiculous amounts of time for no apparent reason. It almost appears as if there is a timeout in the thread and it eventually succeeds (sometime in the future) but only if the stars align and the messiah born (???).

I want a solution like yesterday or that's it for me and Cinema 4D plugin development. This plugin is supposed to tide me over financially until I can work on something *more complicated*. There's gotta be something more stable than this crap (and you're much better than Apple-arrogance - just do searches on iPhone approval and developer payments - we're just about to consider legal proceedings against Apple).

Matthias, if you'd like, I can send you the entire project (not large) to test so you can see exactly what's going on. Maybe you or another developer at Maxon can instruct. I've been through PluginCafe, the docs, and the examples enough so I'm at a complete loss at this point.