Hi Mark,
I can think of 2 ways to improve the speed off-hand. First, you could use
the iterator as you're doing now, but instead of having nested iterators,
have your original iterator but get it to draw all of the Z steps in one go
with a big bunch of patches. It's messy and a lot of work, but it does work
out much faster as it's generally the iteration count that kills
performance.

The other way would be to run the formula inside a shader (CI filter or
GLSL) and generate your wave image that way. That would remove the need for
the original iterator. You can then just run X copies of the shader, or just
duplicate the texture if you're not modifying the line as you duplicate on
z.

Oh, a possible 3rd way: use  a GLSL shader with a GLSL grid, and use the
formula in the vertex shader to deform the mesh. Then you would have a
fragment shader that draws pixels as either transparent or solid depending
on x/y position to draw your lines.. it'd give you a 3d wavy lines effect in
one (pretty fast too) step.

Chris


2008/12/8 Mark Harris <[EMAIL PROTECTED]>

> Hi, I've created a patch which generates a line which forms a sine wave,
> well a mix of four waves which generate interference patterns. The idea was
> the duplicate these along the z axis to create a wave effect... problem is I
> made the basic shape by using the basic line within a inside an iterator
> and i have to have the copies set to about 50 to get a smooth wave effect.
> Then when I duplicate then to make a grid it slows things down to a crawl,
> about 15-fps.... I was wondering if there was a more efficient was of
> generating a sine wave on line???
> any ideas welcome. thanks Mark
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