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    Do shaders have a cache? / Trace changes

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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 24/04/2009 at 07:50, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   10.1 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      in my Generator object, I use textures/shaders for creating geometry. Since I use caching to speed up the performance, I do the following to check if anything in the object has changed, so the cache has to be recalculated:

      > \> Bool dirty = op->CheckCache(hh) || op->IsDirty(DIRTY_DATA); \> if (!dirty) return op->GetCache(hh); \>

      Is it possible to trace changes in a shader/texture (class PluginShader)? Of course, when the shader changes, my object must also be recalculated.

      Since, there is no PluginShader::CheckCache(), maybe this is possible using messages, but I don't know.

      Any tipps? Thanks in advance! 🙂

      Cheers,
      Jack

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 24/04/2009 at 08:27, xxxxxxxx wrote:

        (Of course, in the thread title it should write "Trace Changes", not "Trance Changes")

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 27/04/2009 at 01:10, xxxxxxxx wrote:

          You can only check for container changes, IsDirty(DITY_DATA).

          cheers,
          Matthias

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 27/04/2009 at 03:25, xxxxxxxx wrote:

            Ah! Nice, sometimes it's so simple 🙂
            Thank, I will try that!

            Cheers,
            Jack

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