title: Blender performance issues with generating UV spheres
body: <p>When I run this script:</p>
  
  <pre><code>import bpy, time
  t0 = time.time()
  
  for i in range(1000):
      bpy.ops.mesh.primitive_uv_sphere_add()
  
      if i % 100 == 0:
          print(time.time()-t0)
          t0 = time.time()
  </code></pre>
  
  <p>This is the output (exponential growth vs. time):</p>
  
  <pre><code>1.1920928955078125e-05
  0.44658803939819336
  0.46373510360717773
  0.5661759376525879
  0.7258329391479492
  0.9994637966156006
  1.381392002105713
  1.8257861137390137
  2.4634311199188232
  3.2817111015319824
  </code></pre>
  
  <p>Why does this happen? Is there a better approach?</p>
  
  <p>I am running this on a server with ample memory, and I know Blender can expand to use most of it (it does in rendering).</p>