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    Odd behavior of Draw

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    • D Offline
      driven
      last edited by

      a wild guess is it's trying to draw the inference points, and blocking both...

      is inference active in your tool?

      I've had issues with the clipping plane before today, but never noticed that one...

      john

      learn from the mistakes of others, you may not live long enough to make them all yourself...

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      • sdmitchS Offline
        sdmitch
        last edited by

        Inferencing is always active isn't it at least I have never found an effective way to turn it off. I use multiple view.lock_inference statement, which is suppose unlock any inferences, to no avail. But inferencing doesn't explain why it is ok to be on a face and/or edge.

        Nothing is worthless, it can always be used as a bad example.

        http://sdmitch.blogspot.com/

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        • D Offline
          driven
          last edited by

          I tried one on a guideline...
          seems to work other then the clipping...

          this is one of steves unreleased plugins, but I can PM it, if you want to investigate...

          john

          learn from the mistakes of others, you may not live long enough to make them all yourself...

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          • S Offline
            slbaumgartner
            last edited by

            Just speculating here...

            Could it be an order issue between the drawing of the tooltip and your drawing operations? I draw the tooltip first (via view.tooltip=InputPoint.tooltip and InputPoint.draw view) and then do my view.draw operations.

            Steve

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            • sdmitchS Offline
              sdmitch
              last edited by

              @slbaumgartner said:

              Just speculating here...

              Could it be an order issue between the drawing of the tooltip and your drawing operations? I draw the tooltip first (via view.tooltip=InputPoint.tooltip and InputPoint.draw view) and then do my view.draw operations.

              Steve

              This is my standard onMouseMove

              		def onMouseMove(flags, x, y, view)
              			@ip.pick view,x,y; view.tooltip = @ip.tooltip; view.refresh
              			Sketchup;;set_status_text @status_text
              			view.lock_inference
              		end
              
              

              and draw

              		def draw(view)
              			if( @ip.valid? && @ip.display? )
              				@ip.draw(view)
              			end
                        .
                        .
                    end
              
              

              Nothing is worthless, it can always be used as a bad example.

              http://sdmitch.blogspot.com/

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              • S Offline
                slbaumgartner
                last edited by

                Here's what I did:

                    
                   def onMouseMove(flags, x, y, view)
                      @ip.pick(view, x, y, @ip1)
                      view.invalidate
                      view.refresh
                    end
                
                    def draw(view)
                      view.tooltip = @ip.tooltip
                      @ip.draw view
                # draw other stuff to the view...
                
                
                

                There are some minor differences, but it's not obvious to me why yours doesn't seem to work.

                Steve

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                • thomthomT Offline
                  thomthom
                  last edited by

                  It's recommended to use invalidate instead of refresh unless you have a good specific reason to use refresh. Otherwise you end up unnecessarily redrawing the viewport too often which might impact performance.

                  Thomas Thomassen — SketchUp Monkey & Coding addict
                  List of my plugins and link to the CookieWare fund

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                  • D Offline
                    driven
                    last edited by

                    @TT,

                    what is the underlying difference between refresh and invalidate?

                    the API has the same description for both and they are used interchangeably by many...

                    On one of my plugins, using both was the only way to guarantee it worked...

                    john

                    learn from the mistakes of others, you may not live long enough to make them all yourself...

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                    • tt_suT Offline
                      tt_su
                      last edited by

                      View.invalidate marks the view for redraw but it might not be updated immediately. It'll be throttled.
                      View.redraw force a redraw immediately.

                      View.invalidate should be the first choice - View.redraw should be used when you know you really need it.

                      I've had to use view.redraw in cases where I make mesh updates in the mouse events (for live mesh preview). There I had to force a redraw otherwise things would appear choppy. But even then I'd try to manually throttle view.redraw.

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                      • S Offline
                        slbaumgartner
                        last edited by

                        TT: any idea what logic or basis SketchUp uses to decide when to conduct the next redraw after view.invalidate? That is, I take your answer to mean that SU queues up the draw and then waits for an appropriate opportunity to do it. But what is an "appropriate opportunity"? Is there something besides view.redraw that a Tool can or should do to encourage it? Waiting a random, indeterminate amount of time before the next draw is sure to cause an interactive Tool to be jittery! I'm drawing a "rubber band" tracking the mouse cursor to show dynamically what is happening. Jitters in that would make it quite unusable (maybe on a complex model with a slow redraw it is already so)!

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                        • sdmitchS Offline
                          sdmitch
                          last edited by

                          @tt_su said:

                          View.invalidate marks the view for redraw but it might not be updated immediately. It'll be throttled.
                          View.redraw force a redraw immediately.

                          View.invalidate should be the first choice - View.redraw should be used when you know you really need it.

                          I've had to use view.redraw in cases where I make mesh updates in the mouse events (for live mesh preview). There I had to force a redraw otherwise things would appear choppy. But even then I'd try to manually throttle view.redraw.

                          I don't find view.redraw in the API and it caused an "undefined method" error when I tried to use it.

                          Nothing is worthless, it can always be used as a bad example.

                          http://sdmitch.blogspot.com/

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            I think tt mistyped ' redraw' for view.refresh 😒

                            TIG

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                            • tt_suT Offline
                              tt_su
                              last edited by

                              My bad. What TIG said.

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                              • sdmitchS Offline
                                sdmitch
                                last edited by

                                Well I have tried all the suggested combinations and nothing seems to solve the "problem". Perhaps it is just my 7 year old laptop!!!!!

                                Nothing is worthless, it can always be used as a bad example.

                                http://sdmitch.blogspot.com/

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  Do you have a small reproducible snippet?

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • S Offline
                                    slbaumgartner
                                    last edited by

                                    @sdmitch said:

                                    Well I have tried all the suggested combinations and nothing seems to solve the "problem". Perhaps it is just my 7 year old laptop!!!!!

                                    Since these draw operations go directly to OpenGL, this explanation seems quite possible! There could be a bug in either your laptop's OpenGL drivers or an incompatibility in how SketchUp uses OpenGL.

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