Re: [Flightgear-devel] Performance and compiler options - or maybe

2010-11-17 Thread thorsten . i . renk
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.

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-15 Thread thorsten . i . renk
Not sure, maybe it is connected with an other issue we recently discovered. There are indeed some OSG operations which don't scale well. For example, OSG keeps a simple list of references at each shared model - so each shared model knows all nodes it is shared to. Adding a new member to the

Re: [Flightgear-devel] Performance and compiler options - or maybe

2010-11-15 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote: 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

Re: [Flightgear-devel] Performance and compiler options - or maybe

2010-11-15 Thread fierst42
Op 15-11-10 11:19, Martin Spott schreef: 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. Do 3D

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-12 Thread thorsten . i . renk
With regard to the speed of loading models from Nasal into the scenery I was writing about a while ago, I have made some discovery yesterday. I was testing a setup in 2.0.0 with some heavy numerics running on the second CPU, and this pushed the behaviour of the framerate into the behaviour I was

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-12 Thread ThorstenB
From: thorsten.r...@jy... - 2010-11-12 10:13 I still have no real understanding why this is so, or why loading a large number of *identical* models into the scenery should take a long time (I would think that one can make use of the fact that there are really multiple copies of the same model