Hi PaQ,
> and I agree, boosting performance only during the export time is not really important.
Well at the same time I guess it's also not so bad to have the display look worse (with no antialiasing) at that time either...
Probably what I could do is use a different polygon-edge display method once you got over a certain number of polygons.
This is a lot less tricky area to experiment with than stuff involving the curve display engine so that's something that I'll take a look at.
But yeah for curve display there is certainly a lot more work being done than with a polygon display - surely you've noticed that curves are displayed in MoI very precisely, and when you zoom in they never become jagged? That's because there is a lot of work being done right "on demand" directly in the display engine to refine a curve to make it look smooth right at the current view of it.
That kind of quality makes it so with curves you're always seeing more of what the "true curve" really looks like and not only looking at some rough jagged approximation of it, and in a lot of cases that's like a kind of an always-on built in analysis tool where if you really want to know what the geometry of the curve looks like you can zoom in and see what's happening with it and not have to worry about "is it just a display artifact" ...
So anyway I've tried to focus my optimization efforts on improving speed while still maintaining that same quality level, and I haven't been all that excited about doing things that would degrade quality very much, at least not yet when there was still stuff on the table for improving the full quality speed like the multi-core use which is now in v3. But for mesh export on heavy meshes I probably don't need to worry about that high-quality aspect so much at that particular time.
- Michael
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