## DelayedRefresh

### Introduced

v5.0

### Description

Redraws the 3D viewports when the script is done executing and control has returned to the application. Calling this command multiple times will only produce a single redraw after the script execution.
Note: This is different from Refresh which redraws the scene immediately when it is called.

### Scripting Syntax

    DelayedRefresh( [Time] );

### Parameters

Parameter | Type | Description
--- | --- | ---
Time | Double | Frame at which to refresh Default Value: Current frame

### Examples

#### VBScript Example

    '
    ' This example demonstrates the effect of the DelayedRefresh command by creating a few objects and
    ' then translating them with delayed refresh calls after each step.
    '
    NewScene , false
    ' Set up some variables and constants to start
    Set oSmarmy = CreateObject( "XSI.Collection" )
    iDisplacement = 0
    Const MAX_ARMY = 19
    ' This is just a utility loop that makes it easier adding a lot of elements to the scene
    For i = 0 To 19
            ' Make a new soldier and add it to the army
            Set oSoldier = ActiveSceneRoot.AddNull()
            oSmarmy.Add oSoldier
            ' Get the array of position values for the soldier
            aPos = Array( oSoldier.posx.Value, oSoldier.posy.Value, oSoldier.posz.Value )
            ' If we've already made half the army, position them in one direction
            If i >= (MAX_ARMY/2) Then
                    oSoldier.posx.Value = aPos(0) + iDisplacement
                    oSoldier.posy.Value = aPos(1) + iDisplacement
                    oSoldier.posz.Value = aPos(2) + iDisplacement
            Else
                    oSoldier.posx.Value = aPos(0) - iDisplacement
                    oSoldier.posy.Value = aPos(1) - iDisplacement
                    oSoldier.posz.Value = aPos(2) - iDisplacement
            End If
            ' When we're half done, we need to reset the displacement counter
            If iDisplacement = CInt(MAX_ARMY/2) Then
                    iDisplacement = 0.1
            Else
                    iDisplacement = iDisplacement + 0.2
            End If
    Next
    ' Now that our army is built, let's move them towards us a set at a time for a few steps.
    ' (Only the end result will be displayed)
    move3Steps oSmarmy
    sub move3Steps( in_collection )
            ' Local settings
            iStep = 0.25
            Const STEP_LIMIT = 30
            ' First clear the selection (just in case we get unwanted members)
            Selection.Clear
            ' Then set the selection according to the collection members specified
            Selection.SetAsText in_collection.GetAsText
            ' Now we can move everything at one (using a loop to make it easier)
            For j = 0 To STEP_LIMIT
                    Translate , , , +iStep
                    DelayedRefresh
            Next
    end sub

### See Also

Refresh