Andreas Zieringer wrote:
>
> ah ok I ported the 10loading tutorial and it works fine. I suppose you
> forgot the following line after SceneFileHandler::the()->read()
>
> Thread::getCurrentChangeList()->commitChanges();
>
> The begin/endEditCP stuff is gone but you need to call a commitChanges()
> once perhaps we should move this into the render update.
>
That's a point that we need to talk about in the context of 2: when are
we going to call commitChanges(); (I added that as a convenience
function, so that users don't have to deal with the Thread-stuff too
much) from inside the system?
It is necessary any time changes have been made and derived data needs
to be read. I can think of a few places where it would make sense to
have implicit commits:
- SSM, many places. Given that the point of the SSM is to hide internal
complexity, it should call commits when necessary, like in showAll() or
render()
- Node::get/updateVolume()
There are probably other places where it would make sense, comments welcome.
The danger with having the implicit commits is that many people will
forget about them, and be surprised if they come to a point where they
are needed. Thus I think we should have implicit commits, but make sure
that there are always explicit ones in examples and tutorials, otherwise
new users will never learn about them.
Dirk
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