> Not that we're  there yet

Heiko and Vivian, please try the following version and let me know if this 
improves anything. If possible, do all tests with the weather tile type 'Test' 
(that has no randomness in the cloud configuration selection, so it delivers a 
fairly reproducable situation in terms of cloud count).

http://users.jyu.fi/~trenk/files/advanced_weather_v1.47.tgz

I've tested this in the default shading with the ufo in window mode without 
expensive shaders running so that I got a high framerate. I've seen framerates 
of 65 fps with max frame delays of order 15 ms (which seems okay so far).

Every few seconds there was a prolonged frame of 30 ms (still within my design 
targets, but suspicious). I've tested the hypothesis that the only loop not 
running per frame now causes this (the tile management loop) and switched it 
off - the problem persisted unchanged, so to my ability to test this feature 
was not caused by any Nasal code running (it might still have to do with Nasal 
overhead like GC or so, that I couldn't establish).

Every 30-40 seconds I had a freak-frame of 150 ms duration coming in. To test 
what is going on here, I disabled all running Nasal code by clear/end - the 
problem persisted. To my ability to test, this is also not caused by running 
Nasal code but by something which I couldn't identify.

I've subsequently tested the visual impression of flying with an aircraft 
rather than the ufo and took the Harrier for a spin through 6/8 cloud cover 
(one of the low pressure scenarios). It certainly felt smooth to me, although 
the framerate and frame delay readings were a bit more jittery than with the 
ufo.

So, I'd like to know if that helps you as well and if we're on the right track 
here.

(Even if this works fine, please do not commit yet, I am not 100% sure that I 
didn't create an instability somewhere).

* Thorsten
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