again performance with many clones



  • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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


Log in to reply