Any tips on improving redraw speed?
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The file in particular I am thinking of is called "Gridtile" on the 3DWH. If you download it and scale it, it doesn't take much to get redraw times that are pretty high.
I know that particular DC has one nested "tile" that copies and positions in both the x and y directions to create the grid. At one time I had seen a similar DC that would create a "row" component and then copy that row across to make the "grid". If you were to dig into the parent shell, you would find "row" children. Digging into those you would find the individual tiles. I don't quite remember how that was done or if there was any redraw benefit to doing it that way.
What I have been doing in other models is to keep any gnarly formula at the parent level and keep nested components (and polygon count of course) to a minimum.
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Hey Matt!
Some strategies (highly dependent on the DC use, of course.)
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Try to use textures instead of copied geometry where possible. (For things like tiled floors, this is a no brainer.) If you haven't seen an example of this, let me know and I could post something.
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Try to minimize the number of formulas calculated within each child.
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Skip auto-copying if appropriate. Create one configured DC, then use SU's regular copy mechanisms to generate the copies.
Cheers,
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Thanks Scott, that makes sense. Interestingly...
@matthew.robert said:I know that particular DC has one nested "tile" that copies and positions in both the x and y directions to create the grid.
I had that wrong, the "GridTile" on the 3DWH does create rows first and then positions those rows.I created a little test to see if that way or the "X & Y" position method would be faster and it wasn't (probably because of what you say about child-formula-calculations). I would be curious if anyone can create a more efficient redraw method than the two examples in the attached .skp.
Matt
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