Thorsten

> 
> > 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.
> 

Looks doable - but then everything does until the difficulties become
apparent :-) I'm just doing a little experimentation here now on that.

Vivian




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