Dirk Reiners wrote:

>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?
>
>  
>
Backing up a step, why are these calls required with 2.0?  Don't the 
modifications apply to the current fc's in memory?

-Allen

>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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