PlyEdit: Undo
From Headus Docs
Revision as of 11:47, 3 March 2010 (edit) Headus (Talk | contribs) (New page: {{:PlyEdit: Menu}}) ← Previous diff |
Revision as of 12:03, 3 March 2010 (edit) (undo) Headus (Talk | contribs) Next diff → |
||
Line 1: | Line 1: | ||
- | {{:PlyEdit: Menu}} | + | {{:PlyEdit: Menu}} There is no Undo function. |
+ | |||
+ | The PLY files being edited are often very large and can be pushing the limits of available RAM already, so adding an "in memory" Undo buffer to that would use up even more RAM. For example, if you used the {{key2|6|E}} smooth all tool, then an Undo for that would have to store the original coordinate values of ''every'' point in the mesh. When your available RAM starts to run out, the operating system will begin to swap chunks of memory from and to a disk buffer, and so everything will slow down. | ||
+ | |||
+ | An "on disk" Undo buffer could be an alternative, but that would mean writing large amounts of data to disk every time you performed an operation, again slowing things down. | ||
+ | |||
+ | So to keep PlyEdit as fast as possible, we haven't as yet implemented an Undo function. | ||
+ | |||
+ | There are however good ways to work around this: ... |
Revision as of 12:03, 3 March 2010
There is no Undo function.
The PLY files being edited are often very large and can be pushing the limits of available RAM already, so adding an "in memory" Undo buffer to that would use up even more RAM. For example, if you used the <6><E> smooth all tool, then an Undo for that would have to store the original coordinate values of every point in the mesh. When your available RAM starts to run out, the operating system will begin to swap chunks of memory from and to a disk buffer, and so everything will slow down. An "on disk" Undo buffer could be an alternative, but that would mean writing large amounts of data to disk every time you performed an operation, again slowing things down. So to keep PlyEdit as fast as possible, we haven't as yet implemented an Undo function. There are however good ways to work around this: ... |