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| return ( | ||
| <InteractiveGraphics | ||
| objectLimit={2} | ||
| graphics={{ |
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Dont break an existing fixture just to test something new, create a new fixture here
seveibar
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id like to avoid consolidating into a single array then expanding out again (it’s worse for performance which is a big issue atm, and it makes the code harder to understand)
Youre also biasing the limit to whatever is appended to the array first.
i think we should actually reverse bias, we should show the last items of the array if we exceed the limit, because this is what is most recently generated for most debug visualizations
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@seveibar how's it now?(correct me if something's wrong) |
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@MustafaMulla29 still haven't addressed my feedback, e.g. with consolidation of objects |
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@seveibar Now can you check please. Now it's mapping each object seperately |
seveibar
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originalIndex has to be preserved to make sure things are rendered properly when the graphics object changes
seveibar
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technically, objectLimit is objectLimitPerCategory given your implementation, in most cases where there are both lines + points etc. there will be 4x objectLimit present. So this isn't correct but it might be good enough
i'm not sure if the shallow cloning will have a performance implication, you are sort of shallow copying then slice-removing a bunch of entries so the shallow clone wasn't needed. But it might not matter
/claim #42
obj_limit.mp4