Open GoogleCodeExporter opened 9 years ago
Is it slower than alphaD? could you send me the slum template? just strip out
the
code in the delight method... Would be nice to have the parameters method
intact so I
can test the UI speed on my end...
slum uses custom maya UI calls to build the UI dinamically... thats probably
why the
slowness.. I was thinking about implement it in a diferent way, but It will
take some
time... So, if its critical for you I can bump it to the top of the list...
Original comment by hra...@gmail.com
on 12 Feb 2009 at 12:12
Thanks for responding so fast. I'll send you the template via email right away..
Original comment by iosifkef...@gmail.com
on 12 Feb 2009 at 12:37
you can send it to slum@hradec.com. :D
Original comment by hra...@gmail.com
on 12 Feb 2009 at 12:44
By the way, I'm glad you're using slum for your projects... I didn't knew that
someone was actually using it for production!
Original comment by hra...@gmail.com
on 12 Feb 2009 at 12:51
Just a quick update on the issue... I think I found a way to speed up the UI for
shaders like yours, with loads of parameters.
The trick is build the UI for the parameters in a group, ONLY IF THE GROUP is
open.
For closed groups, the UI is not build.
I did a test and it makes the UI way faster, with ONE inconvenient... it only
works
if the groups are closed. If you leave all of then open, it will be slow like
it is
today.
One thing I could do is everytime you select the shader, the UI closes the
groups
automatically. That makes the interaction waaaaaaaaaaaaaaaaaaaay faster, but
has the
inconvenient that you need to open the groups you want to work with everytime
you
show it up in the Attribute Editor.
I could make this automatically if a shader has more than N attributes, this way
smaller shaders will continue to behave as they do today...
What you think?
PS: this doesn't solve the problem when creating a new node. The creation time
is
still the same, for now.
Original comment by hra...@gmail.com
on 4 Mar 2009 at 5:09
"I could make this automatically if a shader has more than N attributes, this
way
smaller shaders will continue to behave as they do today..."
This sound like a good solution for now. Thanks for taking the time to deal
with this.
Original comment by iosifkef...@gmail.com
on 5 Mar 2009 at 8:43
I'm also working on a caching system for UI. It means that the first time you
open a
node in the attribute editor, it will be a bit slow, but any sub-sequent access
to
that node in the AE will be instantaneous...
Hopefully I got it working for the next alpha... I'll keep you informed.
Original comment by hra...@gmail.com
on 20 Mar 2009 at 4:36
Original comment by hra...@gmail.com
on 2 Apr 2009 at 5:15
Original issue reported on code.google.com by
iosifkef...@gmail.com
on 12 Feb 2009 at 12:05