Hi,
if one uses dynamic buffers within directx 11 patches ( eg for initializing particle system) from time to time vvvv save the whole spread data within the data-pin tag of the dynamic buffer node. (this is quite nonsense because the data pin is still connected to the spread generator…) this behavior leads to huge patch sizes (->200mb) so the patch take minutes to load. even deleting or resetting the node will not fix this as the data stays in the patch file. the only way to get rid of it is to delete the spread data manually within a text editor (which takes minutes to select all of the line) it would be great if there is a way to fix this.
cheers,
m