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skip COP update when PPG parameter changes

skip COP update when PPG parameter changes

2004-07-06       - By Felix Gebhardt

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Reply:     1     2     3     4     5     6     7     8     9     10  

Hi again Aloys,

that's what I meant with catching it in the operator and I did just what you
did. The problem is it's a mesh generator and if I return early the object
reverts to its pre-operator state. This is just an cosmetic thing, agreed,
but in the next update it computes the whole thing for some time while
looking odd and a possible user might think the plug-in crashed. Caching the
last valid result is not an tempting solution either since the dataset might
be really big.

What I did in the end was to create a whole row of buttons for some
reasonable ratios. Not pretty but better than the confusing odd-state.

Cheers, and thanks for your help.
Felix


Aloys Baillet wrote:
> Hello again Felix!
> I had the same problem today and here is the only solution I found :
> Let's say that I have a CPSet with a parameter named "Preset".
> Everytime my operator is called, I check the value of "Preset" and the
> value of the UserData attached to the UpdateContext of my Operator. If
> they are the same, I let my operator compute the big thing, if not, I
> just return. And I don't forget in both cases to set my UserData to the
> value of the Preset param before leaving the Op!
> Of course you can keep track of many parameter values you don't want
> they trigger the Operator, store it in a structure and then store the
> structure in the UserData!
> Hope this will help you...
>
> --
> Aloys Baillet - R&D @ La Maison
>
>> Is there a way to have a parameter change in a PPG not update the
>> operator? I have two parameters basically saying the same interlinked
>> via SPDL logic. The one is an explicit number, the other a ratio
>> computing the explicit number for the user. Now if I set the ratio
>> changing the number with a OnChange sub the operator updates twice.
>> Since the operation is a bit intense I don't want this to happen.
>> Catching it in the operator does not work without having the mesh revert
>> to it's original state in the empty cycle or overhead nearly the same as
>> a full update.
>>
>> Any ideas?
>> F.
>>
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