Originally Posted by Lombra
Don't know if this helps, but you could try responding to the event and setting the next frame-OnUpdate there. That's what I do when mass querying item info.
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I thought of different ways to do it, but it mostly seemed to only complicate things further for me
Especially since
TRANSMOG_COLLECTION_ITEM_UPDATE doesn't have any arguments like
GET_ITEM_INFO_RECEIVED does, and is generally not used for mass querying, but only for the mouseovered visual on the gametooltip
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Another question, the previously posted code is generating a lot of garbage when caching(?) or sorting. It jumps between 1-9 MB of memory, but I have no idea why
I do call
WardrobeCollectionFrame_GetSortedAppearanceSources for every visual until the name is cached, but that shouldn't use that much memory ... right?
(Edit 7/17) I finally realized discarding tables every OnUpdate until
name was finally included is not really a memory-efficient way to do this
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