> I have tested using only the test tile so far. The time spent in events > is dramatically reduced to around 70ms vice 210ms. There remains some odd > cyclical frames coming in, but the results are broadly in line with Basic > Weather.
Okay, that's good news. I'll continue working along these lines then, although I expect that the rest is just cleanup work which will not gain that much performance any more. The biggest issue is that in this version the movement of the Cirrus clouds is broken, and under some (somewhat unusual) conditions that would show (since tiles themselves still move, there'd be a pileup of clouds in a given location in strong winds if the aircraft doesn't move much). But it seems the quadtree code to move them is simply too heavy - either a lighter scheme is needed, or some other solution. What's the prospect of adding hard-coded movement to models loaded from Nasal? AI models defined on startup can have a heading and an airspeed and these can even be changed at runtime - just models loaded from Nasal at runtime don't seem to have that feature, and so they require per frame position updates from Nasal. * Thorsten ------------------------------------------------------------------------------ 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