> 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
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