On 25 Apr 2012, at 12:56, James Turner wrote: > Right, I can see that too. The draw / GPU times increases proportionally as > the tiles (re-)load with buildings. > > It points to the actual geometry being the limiting factor, which is very > odd.
http://files.goneabitbursar.com/fg/no-buildings.png http://files.goneabitbursar.com/fg/with-buildings-density-1.png Observations - where did all the quads come from? Is my card going to a slow path to submit quads? - why do I have an extra 300 drawables with building on, and why aren't they fast? (and there seems to be one extra primitive set per drawable, fair enough...) (there's obviously been a change in camera #1 too, but I'm ignoring that, hopefully that's reasonable) I guess I can hack the code to builds tris instead of quads, and see if that matters. If it does I'm going to have fun updating *all* the code to only submit pure tris! Other suggestions most welcome. James ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel