My thought’s on Martin’s advice…
>Try to create small scraps (max 100 m?). And try to create new .th2 file for each one scrap. This will reduce opening time much!
Small scraps are good, and fast to load and render, but one scrap per file would seem to be excessive unless you are dealing with extra large scraps.
By limiting to one scrap per file, you are removing the significant advantage of automatic scrap joins that Therion enforces when points and line points from adjacent scraps are snapped to the same location. And in addition you will have many more ‘input drawing.th2’ statements and ‘join scrap1 scrap2’ statements.
I am looking at a small cave I surveyed two weeks ago, just under 130m in length. Parts of it are a little bit complex, and I am drawing at 1:250 instead of my usual 1:500 or 1:1000, so scraps have been broken into smaller pieces than would be typical and so I have more of them. It is much more detailed than my typical effort.
If this was part of a large cave drawn at 1:1000, there might have been less than one third the number of scraps (still a lot, but required to avoid single scraps passing over or under themselves). The general point is, in a large cave system, one scrap per file would seem to create a lot of unnecessary work and input/join statements.
And I doubt the number of scraps per file is what actually causes the reduction in performance.
I would expect it is more related to the number of entities or number of lines within the th2 file, and the size of any xvi or image files loaded. From memory the rendering starts to become noticeably slower at 1000-1500 lines per th2 file, and intolerable at 3000 lines per th2 file (assuming a minimal xvi image). This will vary from computer to computer, and your tolerance to waiting.
My rules of thumb are;
Having said that, I don’t think there are any absolute limits, it’s just a matter of preference.
Bruce