If I highlight the Sphere so that performance is impacted, then close
Inspector, performance doesn't optimize at that point (well, it actually
goes up to 7.5~ish vs. the previous 6-ish fps. FPS only returns to the
expected result (30+fps) when I re-open Patch Inspector (or Parameter view,
same results from both).

-George Toledo

On Mon, May 3, 2010 at 4:30 PM, Christopher Wright <
[email protected]> wrote:

> > I did have the Inspector open, but it's odd... if I'm in that macro level
> and simply open the inspector/parameters, there is actually no performance
> hit at all. However, if I move a patch on the Editor, then all hell brakes
> loose.
>
> Right, because the inspector doesn't need to do anything (no redrawing)
> until a patch is selected that has an input changing.  Once that happens
> (the sphere's a good example, since there are lots and they all have a
> different value), the inspector panel will redraw [Iteration] times to
> update the widgets.  If you select a patch that doesn't have inputs that
> change per-iteration, the inspector won't need to do any redrawing, and
> things go back to normal.  Selecting no patches (same as entering the macro,
> I believe?) requires no redrawing since there are no inputs to update
> per-iteration.
>
> Moving a patch implies selecting it (because you click it), which will
> cause the inspector to start showing inputs (per-iteration!) of that patch.
>  That can get expensive rather quickly.
>
> If you close the inspector, do the problem go away?  if so, that's the
> cause, and we can hash out whether or not that makes sense etc.  But if you
> close the inspector, and there are still performance issues, I'd be
> interested to know details of what is required to reproduce it.
>
> --
> Christopher Wright
> [email protected]
>
>
>
>
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