OK, understood… thanks!

Regards,
Bernhard

> On 18 Jan 2016, at 21:35, Cirilo Bernardo <cirilo.berna...@gmail.com> wrote:
> 
> On Tue, Jan 19, 2016 at 5:14 AM, Bernhard Stegmaier <stegma...@sw-systems.de 
> <mailto:stegma...@sw-systems.de>> wrote:
> Hi,
> 
> I didn’t try(check it, so maybe just dumb questions:
> What is the difference between the cached and original files?
> I guess most of the time the config folder will be on the same storage as the 
> original files (== home folder), so what’s the point of copying them to a 
> cache folder?
> It would probably make sense to be able to configure the cache folder (or use 
> sth like $XDG_CACHE_HOME), so it could be directed to e.g. a tmpfs in RAM.
> 
> 
> The cache files are a binary format and are an intermediate data 
> representation.
> The existing scheme for 3D models is to parse them and put data into an
> S3D_MASTER object. The translated data is not suitable for caching and
> each instance of the same model file takes up more and more memory.
> With the intermediate format each model is loaded only once so less memory
> is used. In foreseeable future cases the intermediate format will also make
> the subsequent model load times much faster in cases where creating the
> display data is a compute-intensive operation, for example with rendering
> MCAD data. The intermediate representation also means that each 3D
> model plugin must translate to this one common data format which is
> understood by the cache system; this also makes it possible to implement
> a VRML output without much additional code since there is now a single
> point of translation from intermediate format to VRML. In the legacy scheme
> this would have been very messy to implement with each parser
> implementing its own translator and VRML export routines - the parsers would
> essentially be translating the model twice (once to S3D_MASTER then again
> to VRML).
> 
> The cache file also speeds up model loading because it stores its own
> computed normals. In our collection of VRML models I have noticed that
> in the majority of cases there is either no normals data or the normals
> data is bad. In the 3D plugin implementation all normals are calculated;
> at this point I can't think of a scheme to select between calculated and
> in-model normals on a per-model basis. Perhaps we can make such a
> refinement in the future.
> 
> You can always link your cache directory to a RAMFS if you wish.
> 
> - Cirilo
>  
> 
> Regards,
> Bernhard
> 
> > On 18 Jan 2016, at 19:02, Mário Luzeiro <mrluze...@ua.pt 
> > <mailto:mrluze...@ua.pt>> wrote:
> >
> > Hi,
> >
> > For a) I think for this cache mechanisms there should be some way to 
> > versioning the files or folders or what.. so it will be automatically 
> > possible to the application to delete that files.
> > A possibility would be to hash the file with his own version, so a future 
> > version will create a different hash.. and maybe there is need for a size 
> > limit of the folder..
> >
> > Just some ideas..
> >
> > Mario
> >
> > ________________________________________
> > From: Kicad-developers 
> > [kicad-developers-bounces+mrluzeiro=ua...@lists.launchpad.net 
> > <mailto:ua...@lists.launchpad.net>] on behalf of Clemens Koller 
> > [c...@embeon.de <mailto:c...@embeon.de>]
> > Sent: 18 January 2016 11:06
> > To: kicad-developers@lists.launchpad.net 
> > <mailto:kicad-developers@lists.launchpad.net>
> > Subject: Re: [Kicad-developers] 3D refactor update
> >
> > Hello, Cirilo!
> >
> > On 2016-01-18 09:59, Cirilo Bernardo wrote:
> >> I have reworked the new 3D code and would appreciate some testing/feedback
> >> Those who have tried previous versions will need to:
> >> a. delete all cache files (in the kicad config. directory under 3d/cache) 
> >> and
> >> b. delete the older 3D search path list (in the kicad config. dir 
> >> 3d/3Dresolver.cfg)
> >
> > What happens if somebody forgets to delete these files upfront?
> > Are these two steps also necessary in the production version later on?
> >
> > Regards,
> >
> > Clemens
> >
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