>> However, the (so far to me unknown) C++ subrouting actually bringing >> clouds into the visibly rendered scenery is even way slower - I can read >> the message that the property writing is over after the expected 2.5 >> seconds, but continue to see clouds appear in the scenery for 30 seconds >> and more. > > This effect of 'asynchronously', 'delayed' loading of 3D models sounds > quite familiar to me and might reflect an intended feature in order to > save the framerate in these moments when a densely modelled chunk of > Scenery appears in the view.
I don't doubt that this is an intended feature, and I don't complain that it tries to save framerate. I just have the feeling something very inefficient is causing performance drop in the first place. Consider: Stuart's 3d clouds and mine are based on very similar technology. There is a collection of textures for cloudlets, and these are rotated in the scenery towards the viewer by vertex shaders (I adapted Stuart's shaders for my purposes, so they are almost identical and I checked that my modifications did not change the performance significantly). Yet a standard 3d cloud layer loads, taking into account the different number of cloudlets, different view ranges and different texture size, builds about 1000 times (!) faster than my clouds (once it is in the scenery, there's not so much difference any more - same technology...). I know that doing things from Nasal is slower than doing it from C++, but a factor 1000 seems a bit too much to be explained that way. So my speculation is that Stuart's way of loading clouds into the scenery 'knows' that they are just identical copies of the same texture set over and over, whereas the routine doing it for me doesn't, so it burns framerate loading the same textures over and over again. Just my speculation of course... Anyway, I would *really* appreciate if anyone could take a look at the chunk of code loading models via the /models/ property node and see if that factor 1000 cannot be changed into a 100 or even a 10. Cheers, * Thorsten ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today http://p.sf.net/sfu/msIE9-sfdev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel