Just a real quick reply here ... there is some code setup so the process
will kill itself if it runs longer than some period or consumes too much
memory. This was setup because some data cases would blow up and lead to
infinite loops and infinite memory expansion (within some of our external
libraries.)
You may want to eliminate this code or expand the thresholds.
Regards,
Curt.
On Thu, Sep 24, 2009 at 10:47 AM, cullam Bruce-Lockhart wrote:
> Hey gang.
>
> I'm working on a high resolution version of the scenery for my home,
> Newfoundland. It's coming along VERY well, but I'm running into limitations
> of what my computer can handle building. Essentially, I've cut the
> fgfs-construct commands into the theoretically smallest allowable sizes: I'm
> running the command around 4000 times, each time doing a 0.0625 by 0.125
> degree piece of scenery. Even while cutting the job up into such small
> pieces, the process gets killed sometimes. However, the resulting scenery
> looks fantastic, and runs fine. But I know that somewhere out there are
> places where there will be strange artifact from a build that died
> pre-maturely.
>
> My question is this: what is the hardware bottleneck here? As far as I can
> tell, the system isn't running out of ram, as my monitored usage stays
> around 200MB. I'm using a dual core processor, and for each build, it runs
> one processor at 100% while the other idles around 5-10%. Each time it
> starts work on a new piece, the processors switch workload. What needs to be
> improved to keep a really complicated scenery build from being killed?
> -cullam
>
>
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--
Curtis Olson: http://baron.flightgear.org/~curt/
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