On 21/11/11 09:54, Peter Kaufmann wrote:
Thanks for your reply.
I'm calling srand(time(NULL)); in the constructor of the Op. So the
hashes are very likely to be unique. I also tried mixing a global int
variable into the hash and (atomically) increment that every time the
hash is computed. Same result.
If I modify the inputs to my Op, then jump from frame 1 to frame 2 in
Nuke, both frames are computed as expected. However jumping back and
forth between frames 1 and 2 after that, new hashes are computed every
time, but engine() is not called again.
Is it possible that the viewer is caching the data, ignoring the Op hash
for some reason? But then, why is the Op hash even being computing?
If append() is getting called, it shouldn't be, as it's checked the
hash, they should be different and the hashed data shouldn't be in the
cache so it should call engine() on your op to get the new data and then
stick that in the cache.
You could try completely clearing your cache, but it sounds like
something else is wrong...
What class is your op inheriting from? Op/Iop/PixelOp?
Peter
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