again performance with many clones
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 09/07/2009 at 13:05, xxxxxxxx wrote:
User Information:
Cinema 4D Version: r11
Platform: Windows ;
Language(s) : C++ ;---------
hi there,
i am facing a performance problem and i am just asking if it is normal or if there is something wrong.. imagine a plane of 30x30 points and a formula deformer applied to it. now i create a cube at every point and while working in the editor it seems the generator plugin always rebuilds.. i guess this must be, since the formula is animated and thus no cache can be used.. but it is also slow if the animation is not playing and i am just rotating the camera, for example..here is where i check if the cache should be used:
> `
\> \> // start new list \> op->NewDependenceList(); \> \> // check cache for validity and check master object for changes \> Bool dirty = op->CheckCache(hh) || op->IsDirty(DIRTY_DATA|DIRTY_CHILDREN); \> \> \> //step thru all children \> StepThru(op, child, hh, childcnt); \> \> op->AddDependence(hh,baseMesh); \> // if child list has been modified somehow \> dirty = dirty || !op->CompareDependenceList(); \> \> \> // if no change has been detected, return original cache \> if (!dirty) \> { \> blDelete(main); \> op->TouchDependenceList(); \> return op->GetCache(hh); \> } \> ///// \>
`
afterwards i create the clones.
is it normal that it is slow to update 900 objects or what could be wrong there?thanks and cheers,
ello