.. role:: ts-api-decorator

.. _cee.usg.VizStateStrategy:

################
VizStateStrategy
################

.. js:module:: cee.usg
   :noindex:

.. container:: ts-api-section

   The available memory usage strategies (both Javascript and GPU) for an UnstructGridModel



.. container:: api-index-section

   .. rubric:: Enumeration Members

   .. rst-class:: api-index-list-item api-kind-enummember api-parent-kind-enum

   * :ref:`cee.usg.VizStateStrategy.VIZ_STATES_ALL`
   * :ref:`cee.usg.VizStateStrategy.VIZ_STATES_ALL_SINGLE_GPU`
   * :ref:`cee.usg.VizStateStrategy.VIZ_STATES_SINGLE`





------------

Enumeration Members
===================

.. rst-class:: ts-api-section

.. _cee.usg.VizStateStrategy.VIZ_STATES_ALL:

VIZ_STATES_ALL
--------------

Keep everything needed for all states to be rendered as quickly as possible.

This is the fastest way to play an animation, but requires sufficient resources (both main browser memory and GPU) to run.

.. rst-class:: ts-api-section

.. _cee.usg.VizStateStrategy.VIZ_STATES_ALL_SINGLE_GPU:

VIZ_STATES_ALL_SINGLE_GPU
-------------------------

Keep the visualization data for all states, but delete GPU buffer resources when changing state.

This option will use more main memory, but still keeps GPU memory usage at the same level as what is needed for a single state.

.. rst-class:: ts-api-section

.. _cee.usg.VizStateStrategy.VIZ_STATES_SINGLE:

VIZ_STATES_SINGLE
-----------------

Only keep the visualization data and GPU buffers for the current state. Changing states will require a regeneration of the display model.

This is the option with the smallest memory footprint (both GPU and main memory).

