again performance with many clones

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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