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Question: Render many nodes? #272
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Thanks for the response. I expected to use LODs since I want a minimap, but as you said, even the min LOD is too expensive. I am not familiar with the code. I'll poke around and see what I can come up with. |
Internally every object (node/pin/link) does have Retaining would have to prevent that from happening. Only nodes/pin/links that are not retained should be have the flag reset. That's the basic idea. Content of the nodes is not retained, editor remember only node size and placement. This would still have to be done every frame. Iterating over all nodes, calling 10k of nodes would probably require some quadtree like structure to quickly pick visible ones. With this scenario visible nodes should be reported in a loop similar to one for deleting a node. In my use case node editor is used to represent blueprints, where functions can be defined. Every function does have own instance of editor which reduce complexity, maybe similar apprach will be viable for you too. Out of curiosity, what kind of data your node represent? |
The | probably require some quadtree like structure | Out of curiosity, what kind of data your node represent? As an aside, this level of performance is what I am going for: https://github.com/alelievr/NodeGraphProcessor. Unfortunately Unity's corporate licensing structure is a showstopper. |
Apologies in advance for the beginner question...
I would like to render 10k+ nodes and execution of
NodeEditor::Begin()
/NodeEditor::End()
code blocks with that many nodes is prohibitively expensive. Is it possible to retain state via the NodeEditor::EditorContext between frames?The text was updated successfully, but these errors were encountered: