## Refresh

### Introduced

v1.0

### Description

Forces the viewports to update the position and appearance of the objects in view (ie., a redraw of the UI). For example, you could use this command to demo a script where you want the user to be able to see each change as it is applied by the script (eg., for translations, usually the display doesn't update until all transformations have been executed).
Note: This is different from the functionality of SceneRefresh, which removes any temporary values (ie., values that are inconsistent with the animation fcurve that was set for those parameters).
Tip: To redraw the UI without logging the Refresh command to history, use the Desktop.RedrawUI method instead.

### Scripting Syntax

    Refresh( [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 Refresh command by creating a few objects and
    ' then translating them all at once without refreshing and then again while refreshing.
    '
    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.
    ' (The display looks like a bunch of crosses marching steadily forward.)
    move3Steps oSmarmy, true
    ' This will mark the separation between when they are advancing with/without refreshing
    For iMark = 0 To 59
            Application.LogMessage " ---------- the army is coming ---------- "
    Next
    ' Do it again, this time without refreshing.
    ' (The display looks like a bunch of crosses jumping forward at once.)
    move3Steps oSmarmy, false
    sub move3Steps( in_collection, in_refresh_flag )
            ' 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
                    ' If the refresh flag is set, then refresh the scene
                    If in_refresh_flag Then
                            Refresh
                    End If
            Next
    end sub

### See Also

Desktop.RedrawUI SceneRefresh DelayedRefresh