Archie Cobbs wrote:
I have a map with a bunch of rooms, and what I'm doing is changing
the fills in each room to make them different colors, gradients, etc. It's useful to "batch" together all the initial updates that color
all the rooms when the map is first loaded.
Sure you should be able to do that easily by just doing the all the initial updates in one runnable. How many rooms are we talking about? I'm surprised that just updating fill is that taxing.
How complex are the gradients?
One thing that's interesting is that it seems that adding/modifying the "fill" attribute of a <polygon> directly updates slightly faster than adding a new <use> element which references the <polygon> with a different "fill". Must be due to the creation of a new GVT node in the latter case but not the former?
Use has quite a lot of extra overhead. Also if you 'overlay' the original polygon with a use the renderer will have to draw both. One thing you might consider is using visibility (not display). So if each room has two or three views I would create all of them and then adjust visibility so the desired one is showing.
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