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3d picture control redraw expensive?

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Hi all!

 

I have a VI with a 3D picture control. This control is updated and set to redraw 10 times per second. The redraw method is called by:

 

redraw.png

 

The reference to the control is stored as a generic control reference, then casted to 3D picture control and lastly Redraw is called.

 

It seems that manual redraw calls are a bit expensive. With the redraw call, CPU usage hovers around 6 %. However, if I disable redraw and instead update the display by rotating the scene, then CPU usage drops to one percent.

 

Before I delve further, does anybody have any experience with this?

 

 

Regards

Lars Melander
Uppsala Database Laboratory, Uppsala University
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Any reason why you're calling a manual redraw at all?

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At the moment, the scene contains a football field, with a ball bouncing around. The ball position is updated 10 times per second. If I don't call redraw, nothing happens.

Lars Melander
Uppsala Database Laboratory, Uppsala University
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Try changing it from a control to an indicator.

 

I've done 3D animations like this before and to be hionest, I haven'0t had your problem at all.

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Solution
Accepted by topic author LarsM

Ah, I just double checked my code and saw that I also had a redraw node in there, but I wasn't using a control refnum.  My invoke node was tied ditrectly to the 3D graph and I have no refresh rate problems.

 

Also check that your graphics drivers are up to date.

 

Which version of LV are you using?

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I'm using LV 2012. But now that you mention it, the invoke node is strict, so it should be faster. I will make a test.

Lars Melander
Uppsala Database Laboratory, Uppsala University
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Yep, the strict call is better.

Lars Melander
Uppsala Database Laboratory, Uppsala University
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Well then that's an interesting thing to know.

 

I was previously unaware of that.

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