RE: [Flightgear-devel] Framerate drop

2003-09-04 Thread Norman Vine
Jim Wilson writes:
 
 Norman Vine [EMAIL PROTECTED] said:
  
  This came from Siggraph 2003 as did this cloud paper from MS
  http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf
 
 Hmmm...some interesting hints in there.

Indeed,  I esp like the super impostor
i.e the 'distant' clouds are clumped together into a mosaic of clouds as an 
impostor where each cloud used to make the mosaic is an impostor itself :-)

Cheers

Norman

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RE: [Flightgear-devel] Framerate drop

2003-09-04 Thread Curtis L. Olson
Norman Vine writes:
 Jim Wilson writes:
  
  Norman Vine [EMAIL PROTECTED] said:
   
   This came from Siggraph 2003 as did this cloud paper from MS
   http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf
  
  Hmmm...some interesting hints in there.
 
 Indeed,  I esp like the super impostor
 i.e the 'distant' clouds are clumped together into a mosaic of clouds as an 
 impostor where each cloud used to make the mosaic is an impostor itself :-)

I wonder how well that would map into a hierarchical scene graph
structure where a particular node could be rendered as an imposter of
all it's children.  (Not my original idea) :-)

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] Framerate drop

2003-09-04 Thread Norman Vine
Curtis L. Olson writes:
 Norman Vine writes:
  Jim Wilson writes:
   
   Norman Vine [EMAIL PROTECTED] said:

This came from Siggraph 2003 as did this cloud paper from MS
http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf
   
   Hmmm...some interesting hints in there.
  
  Indeed,  I esp like the super impostor
  i.e the 'distant' clouds are clumped together into a mosaic of clouds as an 
  impostor where each cloud used to make the mosaic is an impostor itself :-)
 
 I wonder how well that would map into a hierarchical scene graph
 structure where a particular node could be rendered as an imposter of
 all it's children.  (Not my original idea) :-)

If you have an Impostor Node type, It should 'just' work, even
to the point of updating itself if an when needed due to lighting 
and or positional change :-)

Norman

 

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RE: [Flightgear-devel] Framerate drop

2003-09-03 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said:
 
 This came from Siggraph 2003 as did this cloud paper from MS
 http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf

Hmmm...some interesting hints in there.

Best,

Jim

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Re: [Flightgear-devel] Framerate drop

2003-09-02 Thread Frederic BOUVIER
Norman Vine wrote:
 I noticed a *very* significant fps drop with the new scenry objects 
 in San Francisco which may be due to having many small textures 
 rather then having the small textures combined into one as is done 
 with the Panel 

I use texture repetition for the buildings. Is it possible to achieve that 
when they are grouped in a single file ?

- Fred


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RE: [Flightgear-devel] Framerate drop

2003-09-02 Thread Norman Vine
Frederic BOUVIER writes:
 
 Norman Vine wrote:
  I noticed a *very* significant fps drop with the new scenry objects 
  in San Francisco which may be due to having many small textures 
  rather then having the small textures combined into one as is done 
  with the Panel 
 
 I use texture repetition for the buildings. Is it possible to achieve that 
 when they are grouped in a single file ?

Hmm, I don't really know but probably not, at least through PLIB

Are there lower LOD models that are used when the buildings are distant ?

If so can these be untextured ?

It's disturbing that even at take off from KSFO that the FPS drops
so dramatically when looking in the 'right' direction when these things
are so far away

Cheers

Norman


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Re: [Flightgear-devel] Framerate drop

2003-09-02 Thread Frederic BOUVIER
Norman Vine wrote:
 Frederic BOUVIER writes: 
  
  Norman Vine wrote: 
   I noticed a *very* significant fps drop with the new scenry objects 
   in San Francisco which may be due to having many small textures 
   rather then having the small textures combined into one as is done 
   with the Panel 
  
  I use texture repetition for the buildings. Is it possible to achieve that 
  when they are grouped in a single file ? 
 
 Hmm, I don't really know but probably not, at least through PLIB 
 
 Are there lower LOD models that are used when the buildings are distant ? 
 
 If so can these be untextured ? 
 
 It's disturbing that even at take off from KSFO that the FPS drops 
 so dramatically when looking in the 'right' direction when these things 
 are so far away 

Ok, I will add another LOD level. But you'll have to wait 2 weeks because
I am away for work.

BTW, what are the good trade-off, performance wise ?
 - big texture vs small repeated texture,
 - texture vs geometry
 - colour vs texture

Cheers,
-Fred


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Re: [Flightgear-devel] Framerate drop

2003-09-02 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote:

 It's disturbing that even at take off from KSFO that the FPS drops
 so dramatically when looking in the 'right' direction when these things
 are so far away

In my opinion this is the only annoyance in FlightGear that really hurts
noticeably. Even when you start at KHAF and look into the direction of SFO
downtown or KSFO airport the framerate drops heavily - despite all the
mountains that stand in between.
FG would improve heavily if objects would get clipped out that can't be
visible by any means. Especially when you're near ground at takeoff or
touchdown all the currently employed LOD algorithms don't help very much in
this case,

Martin.
-- 
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RE: [Flightgear-devel] Framerate drop

2003-09-02 Thread Norman Vine
Martin Spott writes:
 
 Norman Vine [EMAIL PROTECTED] wrote:
 
  It's disturbing that even at take off from KSFO that the FPS drops
  so dramatically when looking in the 'right' direction when these things
  are so far away
 
 In my opinion this is the only annoyance in FlightGear that really hurts
 noticeably. Even when you start at KHAF and look into the direction of SFO
 downtown or KSFO airport the framerate drops heavily - despite all the
 mountains that stand in between.
 FG would improve heavily if objects would get clipped out that can't be
 visible by any means. Especially when you're near ground at takeoff or
 touchdown all the currently employed LOD algorithms don't help very much in
 this case,

Doing line of sight occlusion would help in this case only until you got
airborne nor would it help in the case when there were no intervening 
mountains so I am not sure if the extra complexity would help all that much.

I am much more interested in coming with a LOD scheme that helps in 
the general case before adding any extra overhead :-)

If you want to play with the code IMO the easiest thing would be to
restructure the SceneGraph during the tilemanager prepnode() call
to reorder graph traversal so that tiles were rendered by increasing
distance from the viewpoint.  This can help somet,  I experimented a 
bit in the old days before we switched to using SSG

Cheers

Norman



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RE: [Flightgear-devel] Framerate drop

2003-09-02 Thread Norman Vine
Frederic BOUVIER writes:
 
 BTW, what are the good trade-off, performance wise ?
  - big texture vs small repeated texture,
  - texture vs geometry
  - colour vs texture

Good questions !

Rule of thumb is fewer is better but it all depends on
your GFX card and what else you are displaying :-)

There are many papers on this here is one of the latest
http://www-imagis.imag.fr/Publications/2003/DDSD03/bc03.pdf

This came from Siggraph 2003 as did this cloud paper from MS
http://ofb.net/~eggplant/clouds/CloudsInGames_NinianeWang.pdf

Cheers

Norman


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Re: [Flightgear-devel] Framerate drop

2003-09-02 Thread Christopher S Horler
Hi,

Just moved house, having all kinds of problems... but I have still get a
deep sense of curiousity about all this.

Is the scene calculated in the main loop? - Do we check these buildings
are there every cycle?  

Or is the implementation more along the lines of; calculated in advance
and setting a variable to switch execution to recalculate at some
predetermined point?

On Tue, 2003-09-02 at 12:07, Frederic BOUVIER wrote:
 Norman Vine wrote:
  I noticed a *very* significant fps drop with the new scenry objects 
  in San Francisco which may be due to having many small textures 
  rather then having the small textures combined into one as is done 
  with the Panel 
 
 I use texture repetition for the buildings. Is it possible to achieve that 
 when they are grouped in a single file ?
 
 - Fred
 
 
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RE: [Flightgear-devel] Framerate drop

2003-09-02 Thread Norman Vine
Christopher S Horler writes:
 
 Just moved house, having all kinds of problems... but I have still get a
 deep sense of curiousity about all this.
 
 Is the scene calculated in the main loop? - Do we check these buildings
 are there every cycle?  
 
 Or is the implementation more along the lines of; calculated in advance
 and setting a variable to switch execution to recalculate at some
 predetermined point?

In the future Please bottom post
http://www.dickalba.demon.co.uk/usenet/guide/faq_topp.html

Almost all of the objects in FlightGear 
 the HUD and Panel are two notable exceptions 
are 'just rendered' during the Scene Graph traversal

if Scene Graphs are new to you see
http://plib.sourceforge.net/ssg/index.html

google( tutorial scene graph )

should yield lots of info too

HTH

Norman


 
 On Tue, 2003-09-02 at 12:07, Frederic BOUVIER wrote:
  Norman Vine wrote:
   I noticed a *very* significant fps drop with the new scenry objects 
   in San Francisco which may be due to having many small textures 
   rather then having the small textures combined into one as is done 
   with the Panel 
  
  I use texture repetition for the buildings. Is it possible to achieve that 
  when they are grouped in a single file ?
  
  - Fred
  
  
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re: [Flightgear-devel] Framerate drop

2003-09-01 Thread David Megginson
David Megginson writes:

  I've noticed a substantial (50%) framerate drop with the recent
  revisions to FlightGear.  I'll try some profiling when I have time,
  but is it possible that some of the recent changes to airport handling
  have introduced some slow code into the main loop?  It could also be a
  problem with the new nvidia drivers, of course.

Please disregard -- Mozilla had left some big processes running in the
background, hogging the CPU.


All the best,


David

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RE: [Flightgear-devel] Framerate drop

2003-09-01 Thread Norman Vine
David Megginson writes:
 
 I've noticed a substantial (50%) framerate drop with the recent
 revisions to FlightGear.  I'll try some profiling when I have time,
 but is it possible that some of the recent changes to airport handling
 have introduced some slow code into the main loop?  It could also be a
 problem with the new nvidia drivers, of course.

Is this everywhere or just at KSFO ?

I noticed a *very* significant fps drop with the new scenry objects
in San Francisco which may be due to having many small textures
rather then having the small textures combined into one as is done
with the Panel

Cheers

Norman

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Re: [Flightgear-devel] FrameRate !!

2002-04-10 Thread Martin Spott

 but 2.0 is in part a 'rconciliation' of the various 'propriatary' extensions
 and the inclusion of things that almost all of the manufacturers have done
 to support M$oft DX#.  And this driver has more of these upcoming features
 then any of the previous ones.

So this driver is Nvidia's tool to create facts how the upcoming OpenGL-2.0
standard should look like !?  ;-)

Martin.
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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

 moved to the devel list for general info 

WOW !

This appears to be a bug in the latest NVIDIA drivers
Reverting to any of several of their earlier ones and the
problem goes away.

I'll have to investigate this some more at some point
but for now I will just be happy that I know how to get
around it :-))

FYI
This 'bug' appears on Win2k using the NVIDIA 28.32 reference 
driver with a geForce2 GTS

Bummer -- 
This driver has lots of neat new features   OpenGL 2.0 
that I wanted to experiment with :-(

Hopefully this won't be a problem in the next release !

Norman

-Original Message-
From: Norman Vine [mailto:[EMAIL PROTECTED]]
Sent: Sunday, April 07, 2002 10:32 AM
To: 'David Megginson'
Cc: 'Curtis Olson'
Subject: RE: [Flightgear-devel] FrameRate !!


Curt David

Something changed recently so that when the HUD
is displayed the framerate drops dramatically when the 
Menu is hidden  ~25%

This is most easily seen when in the minimal HUD
by toggling the Menu.

I have looked for the cause but nothing obvious has
popped out at me

Any Ideas ??

Other then this it appears as if the FrameRate is back up
to 'close' to what it was a month ago :-)

Cheers

Norman


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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread David Megginson

Norman Vine writes:

  This appears to be a bug in the latest NVIDIA drivers
  Reverting to any of several of their earlier ones and the
  problem goes away.

Just for the benefit of everyone else, Norm means the latest NVIDIA
*windows* drivers.  I'm not aware of any similar problem with the
Linux drivers, but I have not tested them hard.


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

  This appears to be a bug in the latest NVIDIA drivers
  Reverting to any of several of their earlier ones and the
  problem goes away.

Just for the benefit of everyone else, Norm means the latest NVIDIA
*windows* drivers.  I'm not aware of any similar problem with the
Linux drivers, but I have not tested them hard.

As I said in the original post
This 'bug' appears on Win2k using the NVIDIA 28.32 reference 
driver with a geForce2 GTS

But if anyone else sees the framerate when displaying the HUD 
much slower i.e. anything less then ~95% of the framerate of not
displaying the HUD then I would suspect your driver if you have a 
NVIDIA card and I would REALLY APPRECIATE hearing about it.

what's-wasting-a-couple-of-days'ly yrs

Norman


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Re: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Martin Spott

 This driver has lots of neat new features   OpenGL 2.0 

Do they really implement the upcoming OpenGL-2.0 features in hardware or do
they tend to rely on fallbacks ? It's somewhat astonishing that they already
provide a driver for a still not really existent OpenGL standard. Do they
create their own upcoming 'standard' ?

Martin.
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RE: [Flightgear-devel] FrameRate !!

2002-04-09 Thread Norman Vine

Martin Spott writes:

 This driver has lots of neat new features   OpenGL 2.0 

Do they really implement the upcoming OpenGL-2.0 features in hardware or do
they tend to rely on fallbacks ? It's somewhat astonishing that they
already
provide a driver for a still not really existent OpenGL standard. Do they
create their own upcoming 'standard' ?

Well I lied a little :-)
but 2.0 is in part a 'rconciliation' of the various 'propriatary' extensions
and the inclusion of things that almost all of the manufacturers have done
to support M$oft DX#.  And this driver has more of these upcoming features
then any of the previous ones.

Specifically it has hardware friendly 'render to texture' which IMHO will
be way Cool  i.e.  Dynamic texture ala Vertex Shaders

Since these are NVIDIA unified drivers if your card doesn't support
something
in hardware it has a software fallback but at least you can get to play :-)

Cheers

Noman


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Re: (fwd) Re: [Flightgear-devel] FrameRate !!

2002-04-08 Thread Martin Spott

 I think a series of demos would be a great idea.  It would also be nice if
 there were demos for various terrain types (stress testing).  I fly around
 the Seattle area simply because the mountains drastically impact frame
 rate.

Not only the mountains. ATIS display has _heavy_ impact. I usually get
around 100 fps inside a 800x600 window (BETA Radeon DRI driver, only 40 fps
left at 1600x1024 ), at KSEA I only get 30-50 fps because of ATIS
display (with today's current CVS). Unfortunately there is no command line
switch to disable ATIS,

Martin.
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Re: (fwd) Re: [Flightgear-devel] FrameRate !!

2002-04-08 Thread John Check

On Monday 08 April 2002 07:41 am, you wrote:
  I think a series of demos would be a great idea.  It would also be nice
  if there were demos for various terrain types (stress testing).  I fly
  around the Seattle area simply because the mountains drastically impact
  frame rate.

 Not only the mountains. ATIS display has _heavy_ impact. I usually get
 around 100 fps inside a 800x600 window (BETA Radeon DRI driver, only 40 fps
 left at 1600x1024 ), at KSEA I only get 30-50 fps because of ATIS
 display (with today's current CVS). Unfortunately there is no command line
 switch to disable ATIS,

 Martin.

 even if you flip the comm radio to the standby freq?

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Re: (fwd) Re: [Flightgear-devel] FrameRate !!

2002-04-08 Thread Martin Spott

 On Monday 08 April 2002 07:41 am, you wrote:

 Not only the mountains. ATIS display has _heavy_ impact. I usually get
 around 100 fps inside a 800x600 window (BETA Radeon DRI driver, only 40 fps
 left at 1600x1024 ), at KSEA I only get 30-50 fps because of ATIS
 display (with today's current CVS). Unfortunately there is no command line
 switch to disable ATIS,

  even if you flip the comm radio to the standby freq?

Aaaah, thanks for the hint. I usually fly without panel - and I'm lacking
experience in operating these 'modern'  ;-)  communication techniques.
When I flip frequencies at the upper left radio (c310u3a) ATIS display
disappears and I get noticeable more fps - but not that much as I expected,

Martin.
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Re: [Flightgear-devel] FrameRate !!

2002-04-08 Thread Christian Mayer

Jim Wilson wrote:
 
 Alex Perry [EMAIL PROTECTED] said:
 
   Gadds. I don't know...even with an almost completely idle cpu occaisonally I
   seem to have these weird performance discrepencies.  It isn't heat, so who
   knows.  Maybe its something weird about the kernel.  Later without changing
   anything it looked much better, aproximately a 10% improvement over previous.
   Sorry about the confusion.
  
 
  Have you got a variable speed processor, like a notebook kind ?
  If you don't compile support for the feature into the processor,
  the system will run with whatever the BIOS thought you should use.
  On one of my machines, there is a 5/6 ratio, aka 16% performance loss.
 
 
 Well its a PIII 750 desktop.  It isn't trying to save power.  Suppose it could
 be heat related...but I don't really know if this system steps down speed or
 just halts when the heat hits threshold. 

I konw that the P4 reduces speed when it gets too hot. (the PIII might
do it, too)

It's nice to know that your CPU works slower under heavy load...

CU,
Christian

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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Christian Mayer

Norman Vine wrote:
 
 This profiling run might be enlightening
 
  time   seconds   secondscalls  us/call  us/call  name
   4.07  2.45 0.14   657919 0.21 0.21  fgGetBool(char const
   3.49  2.57 0.12  2352563 0.05 0.05  fgGetDouble(char const
   3.20  2.92 0.11  1617164 0.07 0.07  fgGetNode(char const
   2.33  3.00 0.08  1222609 0.07 0.07  fgGetInt(char const *,
   1.16  3.31 0.04  2109792 0.02 0.02  fgGetString(char const

IT's very interesting to see that fgGetBool takes a significantly longer
time to run (3x - 10x as long).

Perhaps we can optimze the result by returning a int instead of a bool
(afaik is int supposed to be the 'fastest' type for any system)?

CU,
Christian

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RE: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Norman Vine

Christian Mayer writes:

Norman Vine wrote:

 This profiling run might be enlightening
 
IT's very interesting to see that fgGetBool takes a
significantly longer
time to run (3x - 10x as long).

Perhaps we can optimze the result by returning a int instead of a bool
(afaik is int supposed to be the 'fastest' type for any system)?

Things have changed considerably in 24 hours :-)))

 --preliminary profiling results from this AM--

  %   cumulative   self  self total
 time   seconds   secondscalls  ns/call  ns/call  name
 59.20  0.74 0.7440047 18478.29 19976.49  fgRenderFrame(void)
 20.00  0.99 0.2539218  6374.62  6374.62
fgUpdateTimeDepCalcs(void)
 16.00  1.19 0.20 fgMainLoop(void)
  4.80  1.25 0.0640686  1474.71  1474.71  fgReshape(int, int)
  0.00  1.25 0.00 15103364 0.00 0.00
FGColumnVector3::Debug(int)

It seems to be worthwhile trying to get fgRehape() out of the loop
This is only necessary for determining if the Panel display has been
toggled or switched so we should be able to get this out of the main
loop also :-)

Folks might want to update their files for a 'plesant' surprise

Good work David !

Norman


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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Frederic Bouvier

From: Christian Mayer [EMAIL PROTECTED]
 Norman Vine wrote:
 
  This profiling run might be enlightening
 
   time   seconds   secondscalls  us/call  us/call  name
4.07  2.45 0.14   657919 0.21 0.21  fgGetBool(char
const
3.49  2.57 0.12  2352563 0.05 0.05  fgGetDouble(char
const
3.20  2.92 0.11  1617164 0.07 0.07  fgGetNode(char
const
2.33  3.00 0.08  1222609 0.07 0.07  fgGetInt(char
const *,
1.16  3.31 0.04  2109792 0.02 0.02  fgGetString(char
const

 IT's very interesting to see that fgGetBool takes a significantly longer
 time to run (3x - 10x as long).

 Perhaps we can optimze the result by returning a int instead of a bool
 (afaik is int supposed to be the 'fastest' type for any system)?

 CU,
 Christian


MSVC emits a warning like this :

c:\flightgear\cvs\flightgear\src\model\model.cxx(354) : warning C4800:
'unsigned int' : forcing value to bool 'true' or 'false' (performance
warning)

This can be an hint that converting int to bool is not gratis !

Cheers,

-Fred



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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Christian Mayer

Norman Vine wrote:
 
 Christian Mayer writes:
 
 Norman Vine wrote:
 
  This profiling run might be enlightening
  
 IT's very interesting to see that fgGetBool takes a
 significantly longer
 time to run (3x - 10x as long).
 
 Perhaps we can optimze the result by returning a int instead of a bool
 (afaik is int supposed to be the 'fastest' type for any system)?
 
 Things have changed considerably in 24 hours :-)))
 
  --preliminary profiling results from this AM--
 
   %   cumulative   self  self total
  time   seconds   secondscalls  ns/call  ns/call  name
  59.20  0.74 0.7440047 18478.29 19976.49  fgRenderFrame(void)
  20.00  0.99 0.2539218  6374.62  6374.62
 fgUpdateTimeDepCalcs(void)
  16.00  1.19 0.20 fgMainLoop(void)
   4.80  1.25 0.0640686  1474.71  1474.71  fgReshape(int, int)
   0.00  1.25 0.00 15103364 0.00 0.00
 FGColumnVector3::Debug(int)
 
 It seems to be worthwhile trying to get fgRehape() out of the loop
 This is only necessary for determining if the Panel display has been
 toggled or switched so we should be able to get this out of the main
 loop also :-)
 
 Folks might want to update their files for a 'plesant' surprise

THat's nice, but the 'problem' with fgGetBool is still existant (and
it's getting worse as we are using the property system more and more).

CU,
Christian

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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Frederic Bouvier

Hello,

How about a reproductible way to benchmark FlightGear ? Something like
q1test or
q2test in Quake. That is : an automated sequence of flight during, say 30s
to 2mn,
along a predetermined path from KSFO with different views. This could be
presented
has a demo and at the end, a summary on framerate and performance numbers
will be
displayed.
This could be controlled by command line options
( --start-demo-mode=once|loop,
--display-perf-summary )

Just a thought,

-Fred



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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread jwpolley

 Hello,

 How about a reproductible way to benchmark FlightGear ? Something like
 q1test or
 q2test in Quake. That is : an automated sequence of flight during, say 30s
 to 2mn,
 along a predetermined path from KSFO with different views. This could be
 presented
 has a demo and at the end, a summary on framerate and performance numbers
 will be displayed.
 This could be controlled by command line options
 ( --start-demo-mode=once|loop,
 --display-perf-summary )

 Just a thought,

 -Fred

I think a series of demos would be a great idea.  It would also be nice if
there were demos for various terrain types (stress testing).  I fly around
the Seattle area simply because the mountains drastically impact frame
rate.  If I fly around where I live, I can get rates of upwards of 150 FPS,
but Seattle gives me 35-50.  I also like seeing what'e left of Mt. St.
Helen ;).

Jonathan Polley


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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread David Megginson

Christian Mayer writes:

  THat's nice, but the 'problem' with fgGetBool is still existant (and
  it's getting worse as we are using the property system more and more).

fgGetBool may be taking longer because it's accessing a property
that's not typed as a bool.  If you have this in an init file

  my-propfalse/my-prop

or this on the command line

  -prop:/my-prop=false

the property is stored as a string with type 'unknown' until someone
ties it to something or sets its value (either of which will change
the type).  That means that it will be converted from a char * string
to bool every time it is accessed.  The fix is to use

  my-prop type=boolfalse/my-prop

to give a hint to the property manager that the value can be stored as
a bool.

It might be worth adding another optimization to the property manager
to cache previously-converted values -- I'll have to think about that
(it won't work at all with tied properties, of course).


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-07 Thread David Megginson

Jim Wilson writes:

  Haven't had a chance to look through the changes, but umm...I'm seeing a 
  25% decrease in framerate after this mornings patches.  Sorry.
  (Voodoo3/P3-750mhz/100mhz MB/384mb Ram)

Ouch!  Have you upgraded SimGear as well?


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   Haven't had a chance to look through the changes, but umm...I'm seeing a 
   25% decrease in framerate after this mornings patches.  Sorry.
   (Voodoo3/P3-750mhz/100mhz MB/384mb Ram)
 
 Ouch!  Have you upgraded SimGear as well?
 
Gadds. I don't know...even with an almost completely idle cpu occaisonally I
seem to have these weird performance discrepencies.  It isn't heat, so who
knows.  Maybe its something weird about the kernel.  Later without changing
anything it looked much better, aproximately a 10% improvement over previous.
Sorry about the confusion.

Best,

Jim

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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Alex Perry

 Gadds. I don't know...even with an almost completely idle cpu occaisonally I
 seem to have these weird performance discrepencies.  It isn't heat, so who
 knows.  Maybe its something weird about the kernel.  Later without changing
 anything it looked much better, aproximately a 10% improvement over previous.
 Sorry about the confusion.
 

Have you got a variable speed processor, like a notebook kind ?
If you don't compile support for the feature into the processor,
the system will run with whatever the BIOS thought you should use.
On one of my machines, there is a 5/6 ratio, aka 16% performance loss.

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Re: [Flightgear-devel] FrameRate !!

2002-04-07 Thread Jim Wilson

Alex Perry [EMAIL PROTECTED] said:

  Gadds. I don't know...even with an almost completely idle cpu occaisonally I
  seem to have these weird performance discrepencies.  It isn't heat, so who
  knows.  Maybe its something weird about the kernel.  Later without changing
  anything it looked much better, aproximately a 10% improvement over previous.
  Sorry about the confusion.
  
 
 Have you got a variable speed processor, like a notebook kind ?
 If you don't compile support for the feature into the processor,
 the system will run with whatever the BIOS thought you should use.
 On one of my machines, there is a 5/6 ratio, aka 16% performance loss.


Well its a PIII 750 desktop.  It isn't trying to save power.  Suppose it could
be heat related...but I don't really know if this system steps down speed or
just halts when the heat hits threshold.  It does seem like it is happening
after doing a full rebuild, which is 100% load for 15 minutes or more. 
Hehe...maybe it's just tired.  I'm not too concerned about it.  Just have to
be careful about what I report on the list here :-)

Best,

Jim

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re: [Flightgear-devel] FrameRate !!

2002-04-06 Thread David Megginson

Norman Vine writes:

  all figures are for at rest no HUD or Panel Default location
  at Noon Brakes on  MingW32 compiled on Win2k 
  Geforce2 GTS  No model shown ie. View[0]
  
  March 16 ~78 fps
  last week ~71 fps
  today   ~66 fps
  
  this is a negative change of 15%  :-(((

You've been at this long enough that I don't have to ask about same
date, time of day, view direction, etc.  Is anyone else seeing a
similar change?  We're doing a lot of refactoring of the view code
(Norm's skipping the model code), so some optimizations might have
been lost temporarily.

You can rule out FDM problems by testing with several FDMs, including
the magic carpet.


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

  all figures are for at rest no HUD or Panel Default location
  at Noon Brakes on  MingW32 compiled on Win2k
  Geforce2 GTS  No model shown ie. View[0]
 
  March 16 ~78 fps
  last week ~71 fps
  today   ~66 fps
 
  this is a negative change of 15%  :-(((

You've been at this long enough that I don't have to ask about same
date, time of day, view direction, etc.  Is anyone else seeing a
similar change?  We're doing a lot of refactoring of the view code
(Norm's skipping the model code), so some optimizations might have
been lost temporarily.

You can rule out FDM problems by testing with several FDMs, including
the magic carpet.

This profiling run might be enlightening

 time   seconds   secondscalls  us/call  us/call  name
 35.17  1.21 1.216391518.9329.20  fgRenderFrame(void)
 14.53  1.71 0.5063915 7.8249.75  fgMainLoop(void)
 11.63  2.11 0.4063899 6.2611.11
fgUpdateTimeDepCalcs(void)
  5.81  2.31 0.20  3455357 0.06 0.06
FGGlobals::get_current_view(void) const
  4.07  2.45 0.14   657919 0.21 0.21  fgGetBool(char const
*, bool)
  3.49  2.57 0.12  2352563 0.05 0.05  fgGetDouble(char const
*, double)
  3.49  2.69 0.12   128618 0.93 0.93  getVisibility(void)
  3.49  2.81 0.1264303 1.87 2.26  fgReshape(int, int)
  3.20  2.92 0.11  1617164 0.07 0.07  fgGetNode(char const
*, int, bool)
  2.33  3.00 0.08  1222609 0.07 0.07  fgGetInt(char const *,
int)
  2.33  3.08 0.0864302 1.24 1.26  fgUpdateDCS(void)
  2.03  3.15 0.0764302 1.09 1.09  FGLogger::update(int)
  2.03  3.22 0.0763915 1.10 1.10  fgIOProcess(void)
  1.45  3.27 0.0564303 0.78 0.78  getTextures(void)
  1.16  3.31 0.04  2109792 0.02 0.02  fgGetString(char const
*, char const *)
  1.16  3.35 0.0464303 0.62 0.62  fgUpdateProps(void)

Anyone know how to count 'cache invalidations' ?

Norman


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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread David Megginson

Norman Vine writes:

  This profiling run might be enlightening

4.07  2.45 0.14   657919 0.21 0.21  fgGetBool(char const
  *, bool)
3.49  2.57 0.12  2352563 0.05 0.05  fgGetDouble(char const
  *, double)

OK, this jogs my memory.  I took out the old path-caching code before,
and didn't add a new hashtable yet.  I'll try to do that early next
week.


All the best,


David

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Re: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Simon Fowler

On Sat, Apr 06, 2002 at 12:25:29PM -0500, Norman Vine wrote:
 
 Anyone know how to count 'cache invalidations' ?
 
Under Linux, you can get this kind of thing from oprofile
(http://oprofile.sf.net), if you have a motherboard with an IO-APIC
interrupt controller. It's a very powerful profiling tool . . .

I have no idea about windows.

Simon

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Norman Vine

David Megginson wwrites:

Norman Vine writes:

  This profiling run might be enlightening

OK, this jogs my memory.  I took out the old path-caching code before,
and didn't add a new hashtable yet.  I'll try to do that early next
week.

Cool

This might be a problem too

 time   seconds   secondscalls  us/call  us/call 
 5.81  2.31 0.20  3455357 0.06 0.06  
FGGlobals::get_current_view(void) const

Judging by the number of times this is called 
 i.e  54 times per LOOP iteration 
this 'might' be a 'good' candidate for inlining

fgMainLoop calls == 63915

Regards

Norman


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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread David Megginson

Norman Vine writes:

  This might be a problem too
  
   time   seconds   secondscalls  us/call  us/call 
   5.81  2.31 0.20  3455357 0.06 0.06  
  FGGlobals::get_current_view(void) const
  
  Judging by the number of times this is called 
   i.e  54 times per LOOP iteration 
  this 'might' be a 'good' candidate for inlining

It's a bad one for inlining, actually, because that forces globals.hxx
to have a dependency on viewmgr.hxx, so all of FlightGear has to
rebuild whenever Jim touches the viewer code.

What we should do is find out why get_current_view is called so much
-- almost no other part of FlightGear should care about it.  Jim's
already started uncoupling things, and we can look to see if it's used
in a loop somewhere (where it could be assigned to a variable just
once).


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Norman Vine

David Megginson writes:

Norman Vine writes:
 
  Judging by the number of times this is called
   i.e  54 times per LOOP iteration
  this 'might' be a 'good' candidate for inlining

It's a bad one for inlining, actually, because that forces globals.hxx
to have a dependency on viewmgr.hxx, so all of FlightGear has to
rebuild whenever Jim touches the viewer code.

So ???

 --- globals.hxx
#ifdef SLOW_DEVELOPER_CONVENIENCE_CODE
FGViewer *get_current_view() const;
#else
   FGViewer *get_current_view() const { return
viewmgr-get_current_view(); }
#endif

-- globals.cxx
#iifdef SLOW_DEVELOPER_CONVENIENCE_CODE
FGViewer *
FGGlobals::get_current_view () const
{
  return viewmgr-get_current_view();
}
#endif


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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread David Megginson

Norman Vine writes:

  So ???

So it hurts development a lot.  Developers have limited time to
contribute to FlightGear, and if the program takes always takes 5 or
10 minutes to rebuild (and has to be rebuilt, say, 10 times to test
and debug each change), we all suffer because a lot less code gets
written and debugged.

There's an easy solution here -- remove FGGlobals::get_current_view
completely and have the callers use FGGlobals::get_view_mgr to get the
current view.  The right solution, though, is to find out *why* so
many parts of the code are using this method.


All the best,


David

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 It's a bad one for inlining, actually, because that forces globals.hxx
 to have a dependency on viewmgr.hxx, so all of FlightGear has to
 rebuild whenever Jim touches the viewer code.
 
 What we should do is find out why get_current_view is called so much
 -- almost no other part of FlightGear should care about it.  Jim's
 already started uncoupling things, and we can look to see if it's used
 in a loop somewhere (where it could be assigned to a variable just
 once).

I think we'll weed some of these things out when we start implementing that
FGLocus class (or whaterver it is called).  It's hard to fix some of this
stuff until the uncoupling is completed.  When I get done viewer is only going to 
know about the view and nothing else.  54 times per frame is almost
unbelievable considering the number of references to viewer data, so as David
suggested a good start would probably be moving it to a variable.  BTW IIRC
that returns a 
pointer to the class...I think I remember seeing the code that was doing that
over and over...maybe tilemgr?

Best,

Jim

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

  So ???

So it hurts development a lot.  Developers have limited time to
contribute to FlightGear, and if the program takes always takes 5 or
10 minutes to rebuild (and has to be rebuilt, say, 10 times to test
and debug each change), we all suffer because a lot less code gets
written and debugged.

SO developers can certainly use the preprocessor to help them
around these kind of things rather then burning frame rate !!

Use the Tool Luke :-))

There's an easy solution here -- remove FGGlobals::get_current_view
completely and have the callers use FGGlobals::get_view_mgr to get the
current view.

OK same thing as my #ifdef

The right solution, though, is to find out *why* so
many parts of the code are using this method.

Indeed :-)

The main caller 75% is in the tile paging system
fgRenderFrame makes 7 calls per loop or 13% for 13% of total

I'm working on a patch of the affected files
 mostly in the low-level scenery stuff 
that I'll send to Curt

0.030.00  450114/3455357 fgRenderFrame(void) [3]
0.150.00 2527490/3455357 FGTileEntry::prep_ssg_node(Point3D const ,
float) [10]

[5]  5.80.200.00 3455357
FGGlobals::get_current_view(void) const [5]

Norman


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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Norman Vine writes:
 
   So ???
 
 So it hurts development a lot.  Developers have limited time to
 contribute to FlightGear, and if the program takes always takes 5 or
 10 minutes to rebuild (and has to be rebuilt, say, 10 times to test
 and debug each change), we all suffer because a lot less code gets
 written and debugged.
 
 There's an easy solution here -- remove FGGlobals::get_current_view
 completely and have the callers use FGGlobals::get_view_mgr to get the
 current view.  The right solution, though, is to find out *why* so
 many parts of the code are using this method.
 
 
That won't help, these calls are for the class pointer.  I'd really like it 
if you guys just ignored this one until about a week from now. :-)

It takes 20 minutes or close to it for me to do a rebuild sometimes,  but it
is only when changing headers, which usually doesn't happen all that much. 
Generally when I have to add something to a popular class, I try and organize
what I'm doing around the inevitable rebuild.  And then I remind myself of the
days when this little communication program I wrote in 6502 assembler took 11
hours to build :-).  In those days you worked harder to avoid bugs.  And that
was a good thing.

So anyway, I think it is fine the way it is.  There are far too many classes
accessing the viewer for info that should be held elsewhere, and soon it'll be
much better.

Best,

Jim

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RE: [Flightgear-devel] FrameRate !!

2002-04-06 Thread Norman Vine

Jim Wilson writes:
David Megginson [EMAIL PROTECTED] said:

 There's an easy solution here -- remove FGGlobals::get_current_view
 completely and have the callers use FGGlobals::get_view_mgr to get the
 current view.  The right solution, though, is to find out *why* so
 many parts of the code are using this method.


That won't help, these calls are for the class pointer.  I'd really like it
if you guys just ignored this one until about a week from now. :-)

Jim

FYI  The vast majority of these calls for info from the CurrentView
are to determine the up vector.

I have a patch for the tile system already

Norman


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Re: [Flightgear-devel] FrameRate !!

2002-04-05 Thread Jim Wilson

Norman Vine [EMAIL PROTECTED] said:

 It seems as if we are losing FrameRate rather quickly
 
 all figures are for at rest no HUD or Panel Default location
 at Noon Brakes on  MingW32 compiled on Win2k 
 Geforce2 GTS  No model shown ie. View[0]
 
 March 16 ~78 fps
 last week ~71 fps
 today   ~66 fps
 
 this is a negative change of 15%  :-(((
 
 and there is no difference in what is being sent
 to the graphics card !!!

Actually that's not exactly true.  We're sending more since putting the model 
in a seperate scenegraph...although perhaps not more but better...

Currently there's more math being done with the model and the viewer broken 
up and we know that there is lots of room for optimization.  This is a likely
 source of trouble, depending on the system. As soon as someone decides on a
name for that FGLoco class that'll be fixed.

The view manager is also fatter than it should be at the moment, and should
get better next week.  Not sure how much effect it would have on what you 
are seeing though.

On my system here frame rate it hasn't changed noticably at all over the last
few weeks,  but then again it never was much to begin with--voodoo3pci :-)
Compared to a couple days ago though there is maybe about a 5% hit with the
most recent changes.

Best,

Jim

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RE: [Flightgear-devel] FrameRate !!

2002-04-05 Thread Norman Vine

Jim Wilson writes:

Norman Vine [EMAIL PROTECTED] said:

 It seems as if we are losing FrameRate rather quickly
 
 all figures are for at rest no HUD or Panel Default location
 at Noon Brakes on  MingW32 compiled on Win2k 
 Geforce2 GTS  No model shown ie. View[0]
 
 March 16 ~78 fps
 last week ~71 fps
 today   ~66 fps
 
 this is a negative change of 15%  :-(((
 
 and there is no difference in what is being sent
 to the graphics card !!!

Actually that's not exactly true.  We're sending more since 
putting the model 
in a seperate scenegraph...although perhaps not more but better...

Nope that's not relevant in that I am not displaying the model
this is View[0] ie RPH scenery only 
so we should be sending exactly the same as before !

Norman

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Re: [Flightgear-devel] framerate 1/s

2002-03-22 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 The changes from yesterday turned my framerate at KSFO from about
 10 to 1 per second. Ten is already painful enough, and that with
 clouds and panel turned off. But one is a bit weak and makes fgfs
 virtually unflyable. (I've only got a 266MHz processor and a V3
 graphics card.)
 
 m.

Are you using Linux?  I'm using a V3 but its on a 100mhz motherboard (750 mhz
processor) and I'm seeing an increase at KSFO.  It slowed down to 10 to 15 fps
a little while back and is now over 30.  Other airports with less stuff around
I'm much higher than that.  Check for something taking resources in the
background.

Best,

Jim

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re: [Flightgear-devel] framerate 1/s

2002-03-22 Thread David Megginson

Melchior FRANZ writes:

  The changes from yesterday turned my framerate at KSFO from about
  10 to 1 per second. Ten is already painful enough, and that with
  clouds and panel turned off. But one is a bit weak and makes fgfs
  virtually unflyable. (I've only got a 266MHz processor and a V3
  graphics card.)

Which changes?  I don't think we did anything major yesterday.


All the best,


David

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