Commit a618ef12 authored by Utkarsh Ayachit's avatar Utkarsh Ayachit

Some performance improvements to avoid communication during interaction.

Also removes Clip test from client-server-server configuration since selection
is not supported in that mode.
parent e591bac8
......@@ -143,6 +143,10 @@ IF (PARAVIEW_USE_MPI)
SET (SpreadSheet1_DISABLE_CRS TRUE)
ENDIF (PARAVIEW_USE_MPI)
# Clip test has object picking which is not supported in client-render-server
# mode.
SET (Clip_DISABLE_CRS TRUE)
# These Xdmf tests have wireframes, hence the increased thresholds.
SET (XdmfReadImageData_THRESHOLD 20)
SET (XdmfReadRectilinearGrid_THRESHOLD 20)
......
......@@ -573,14 +573,14 @@ void vtkPVRenderView::Render(bool interactive, bool skip_rendering)
// Do the vtkView::REQUEST_INFORMATION() pass.
this->GatherRepresentationInformation();
// Gather information about geometry sizes from all representations.
this->GatherGeometrySizeInformation();
}
// Use loss-less image compression for client-server for full-res renders.
this->SynchronizedRenderers->SetLossLessCompression(!interactive);
// Gather information about geometry sizes from all representations.
this->GatherGeometrySizeInformation();
bool use_lod_rendering = interactive? this->GetUseLODRendering() : false;
this->SetRequestLODRendering(use_lod_rendering);
......
......@@ -144,12 +144,11 @@ void vtkSMViewProxy::InteractiveRender()
int interactive = 1;
this->InvokeEvent(vtkCommand::StartEvent, &interactive);
// We call update separately from the render. This is done so that we don't
// get any synchronization issues with GUI responding to the data-updated
// event by making some data information requests(for example). If those
// happen while StillRender/InteractiveRender is being executed on the server
// side then we get deadlocks.
this->Update();
// Interactive render will not call Update() at all. It's expected that you
// must have either called a StillRender() or an Update() before triggering an
// interactive render. This is critical to keep interactive rates fast when
// working over a slow client-server connection.
// this->Update();
if (!this->GetID().IsNull())
{
......
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