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SoGLRenderActionFastEditSavePolicies Enumeration

Fast edit traversal types.

Namespace: OIV.Inventor.Actions
Assembly: OIV.Inventor (in OIV.Inventor.dll) Version: 2024.1.1.0 (2024.1.1)
Syntax
public enum FastEditSavePolicies
Members
  Member nameValueDescription
DISABLE0

Fast editing is disabled.

EACH_FRAME1

The fast edit feature is available.

The image buffer (and possibly the depth buffer, depending on the value of the OIV.Inventor.Nodes.SoSeparator.fastEditing field) is saved each time the scene graph is redrawn.

We recommend using the EACH_FRAME flag when manipulating a very large main scene graph. In this case, the time used for saving the buffer(s) is insignificant compared to the time to draw the scene. EACH_FRAME is recommended as well when the fast editing sub-scene graph is frequently modified: the user interactivity is better with the fast edit sub-scene graph even though the global scene frame rate may slow down.

WHEN_NEEDED2

The fast edit feature is available.

No buffer save is made during ordinary scene rendering. When a change to the fast editing sub-scene graph occurs, the entire scene is first rendered and saved, and then the fast edit nodes are drawn. During the next rendering, only the fast edit nodes are drawn. So, using this flag implies you need one more full scene rendering before starting to move your fast edit sub-scene graph interactively. It would be better to use WHEN_NEEDED when the fast editing sub-scene graph changes very rarely. In this case you will be able to render the scene at full speed because extra time will not be spent saving the image buffer.

Remarks

See OIV.Inventor.Nodes.SoSeparator for additional info on fast editing. In the following description, we will call FE the sub-scene graph allowing the fast editing feature, and NFE the non-fast editing sub-scene graph and consider the following scene graph:

Separator {
 Separator {
   fastEditing # ( != DISABLE to activate )
   Translation {}
   Cube{}
 }
 Separator {
   Translation {} Sphere{}
   Translation {} Sphere{}
   Translation {} Sphere{}
 }
}

See Also