Hi,
this is a patch to speed up startup times and some other misc things.
Please kindly try it out on your configurations. Commenting on each
file/change:
nasal/misc.h:
If p == 0 return, else call free(p). Dont go into the malloc lib for
nothing, probably free() does this check 1st thing in
Hi,
commenting inline. Im still programming a bit and measuring times. Patch
later.
On Wed, Nov 26, 2008 at 2:26 PM, Melchior FRANZ [EMAIL PROTECTED] wrote:
Hi,
* Yon Uriarte -- Wednesday 26 November 2008:
this is a patch to speed up startup times and some other
misc things.
Thanks
Hi,
On Thu, Nov 27, 2008 at 9:53 AM, James Turner [EMAIL PROTECTED] wrote:
On 26 Nov 2008, at 12:19, James Turner wrote:
strutils.cxx, simple..cxx, apt_loader.cxx
Accelerate parsing of apt.dat. As it stands it does aprox 5
(five) million wasteful new/delete pairs, mostly in the
Hi,
this patch tries to speed up airways laoding. The strutils funcions are
meaningfully commened and renamed. It also does timings on the load times.
My results:
2 runs no changes wrt. to last patch:
Airport load time: 1607
Metar load time: 16
Navaid load time: 499
Airway load time:
Hi,
it seems this message was deleted (over 40k). I cant find it on the
archives so im resending it now with a compressed patch. Please ignore if
this is a repost.
--
this patch tries to speed up airways laoding. The strutils funcions are
load time: 728
greetings,
yon
On Fri, Nov 28, 2008 at 11:09 AM, Yon Uriarte [EMAIL PROTECTED] wrote:
Hi,
it seems this message was deleted (over 40k). I cant find it on the
archives so im resending it now with a compressed patch. Please ignore if
this is a repost
, 2008 at 5:25 PM, Curtis Olson [EMAIL PROTECTED] wrote:
On Fri, Nov 28, 2008 at 10:18 AM, Yon Uriarte wrote:
Hi,
took a quick stab at navaid parsing. Also, i modified strutils::do_strip
to avoid calling string::operator[] excessively. Results:
Airport load time: 1769
Metar load time: 7
Hi,
another little detail. In zfstream.cxx the input buffer for reading
buffered .gz files is set at page_size (4k). It is my understanding this
means files will be read at 4k chunks (uncompressed 4k). By changing the
multiplier to 16 (64k) or even 64 i could unscientifically measure a small
Hi,
On Sat, Nov 29, 2008 at 1:41 AM, Tim Moore [EMAIL PROTECTED] wrote:
Yon Uriarte wrote:
Hi,
logstream.cxx:
Modified a bit the logstream implementation to avoid (stack) descent
down into (iostream) hell if we are not logging anything anyway. As it
is right now, it happily
Hi,
On Sun, Nov 30, 2008 at 8:08 PM, Stuart Buchanan
[EMAIL PROTECTED] wrote:
I note that the base package size above is 200MB.
I did a quick look at the (uncompressed) size in KB of
each of these aircraft, excluding the CVS directories.
5564777-200
6208b1900d
13528 bocian
Hi,
On Sun, Nov 30, 2008 at 12:56 AM, Tim Moore [EMAIL PROTECTED] wrote:
Yon Uriarte wrote:
Hi,
On Sat, Nov 29, 2008 at 1:41 AM, Tim Moore [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Yon Uriarte wrote:
Hi,
logstream.cxx:
Modified a bit
Hi
On Mon, Dec 1, 2008 at 7:20 PM, James Turner [EMAIL PROTECTED] wrote:
On 1 Dec 2008, at 18:00, Yon Uriarte wrote:
I attach the patch for the airport, airway and navdb loaders. Also
included is the patch to throttle the frame rate while loading the
scenery at startup and to set
Hi,
On Mon, Dec 1, 2008 at 7:00 PM, Yon Uriarte [EMAIL PROTECTED] wrote:
I attach the patch for the airport, airway and navdb loaders. Also included
is the patch to throttle the frame rate while loading the scenery at startup
and to set the gzip input buffer to 64k (was 4k).
I believe all
Hi,
thank you. I've keep working a bit on it. The airport ctor doesnt need to
init the vectorxways, it's wasteful.
Now it saves a few megabytes by removing unneeded parts from FGRunways
(400k+ constructed) and using some string instead of string copies.
By using those changes and also by using
Hi Stuart,
I like the 3dclouds, so i took a look at them. This is a patch for you and
maybe some brave developer.
It's really not usable. First, some notes. Please excuse the telegram-like
prose, I can barely read them myself now
-
UFO
#
Hi,
On Thu, Dec 4, 2008 at 10:01 AM, James Turner [EMAIL PROTECTED] wrote:
On 4 Dec 2008, at 02:58, Yon Uriarte wrote:
thank you. I've keep working a bit on it. The airport ctor doesnt need to
init the vectorxways, it's wasteful.
Well, see my version in that regard.
I see, it's
Hi again Stuart,
this patch reduces draw time from 4.2ms to 3.0ms on my system.
Middle of the ocean, ufo, feet, v=0.
Seems the # of attributes is awfully expensive, at least on ATI/win32.
The changes are #ifdef'ed for easy testing.
greetings,
yon
clouds3d.packed.attributes.patch
Hi,
osg::ref_ptrGeode SGNewCloud::genCloud() {
...
+GeodeList* g = (*iter).second;
+
+if (iter == cloudMap.end() || g-size() num_flavours)
...
dereferencing iterator::end is a no-no (it's not standard c++).
suggest:
GeodeList* g;// = (*iter).second;
if (iter == cloudMap.end()
Hi Stuart,
a little patch for the update callback, this time in a readable and
#ifdef'ed format.
The update time goes down from 10ms to 1ms on this machine. Fog is still
applied.
Bonus: trivial patch for annoying unsigned warnings.
greetings,
yon
clouds.patch
Description: Binary data
Hi,
On Thu, Dec 4, 2008 at 3:25 PM, Csaba Halász [EMAIL PROTECTED] wrote:
On Thu, Dec 4, 2008 at 3:58 AM, Yon Uriarte [EMAIL PROTECTED] wrote:
One big contributor to size is SGAtomic. On windows it's 32 bytes for a
4
byte counter. That makes SGReferenced 32 bytes, too, for an 8 bytes
).
greetings,
yon
On Fri, Dec 5, 2008 at 5:28 PM, James Turner [EMAIL PROTECTED] wrote:
On 5 Dec 2008, at 16:01, Yon Uriarte wrote:
Excellent idea. With the patch and some other changes it saves 100MB
over terrain, less over ocean.
That's just after the scenery has finished loading, should
Hi,
reading the patch, in the callback:
fogC[3] = 0.0;
I believe this sliped from my testing, not sure if it's needed. I was doing
some alpha-channel tests. If it works with this set, all is fine :)
greetings,
yon
On Sat, Dec 6, 2008 at 11:35 PM, Stuart Buchanan
[EMAIL PROTECTED] wrote:
Hi,
google for pthreads-win32 and freealut (iirc).
HTH, regards,
yon
On Tue, Dec 9, 2008 at 2:37 PM, Fabian Grodek [EMAIL PROTECTED]wrote:
Hello,
Here's a noobie question about Simgear build (in VC++ 2005 Express Edition)
I get messages that the files pthread.h and alut.h cannot be found.
Hi,
omg, im getting senile, my apologies. Alut is from the OpenAL package. I
compile it from the OpenAL SVN repos and have
yet to hear a single sound from fg. But it compiles and runs. I use
pthreads-2-8-0, precompiled.
hth,
yon
On Tue, Dec 9, 2008 at 2:48 PM, Yon Uriarte [EMAIL PROTECTED
Hi,
weekly resubmit. New this week:
o After scenery finishes loading:
FGScenery::getPagerSingleton()-setMaximumNumOfObjectsToCompilePerFrame(1);
Should help with excessive frame drops. Default is 4.
o Integrated James Turner's fixes, thank you.
o SGAtomic not longer used: big mem savings
Hi,
one little thing i was meaning to include but forgot. At the end of
fgMainLoop() add:
scenery_loaded = true;
}
if( ! scenery_loaded ) {
unsigned int tocompile =
FGScenery::getPagerSingleton()-getDataToCompileListSize();
unsigned int requests =
Maybe add an option to do full length bubble sort each update?Or quicksort,
even.
It should really be that much of a cpu eater, after the clouds are sorted.
It would result in a bit of frame drop on pan around, but flickering would
disappear.
For users with modern system it would improve visuals.
Hi,
On Sun, Dec 14, 2008 at 6:12 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
My last cloudset has fewer but larger sprites. I did this because I noticed
that it saves a lot of fps. On the forum Gijs noticed the same with my
cloudset.
Mores sprites means more alpha and more textures which
Hi,
On Sun, Dec 14, 2008 at 7:41 PM, Jon Stockill li...@stockill.net wrote:
When importing the recently committed traffic files into the traffic
database I've noticed that there is some duplication, for example:
EC-HDT is defined for both CLI and IBE with different liveries.
CLI: clickair,
Hi,
On Mon, Dec 15, 2008 at 10:20 AM, Tim Moore timo...@redhat.com wrote:
Yon Uriarte wrote:
Hi,
On Sun, Dec 14, 2008 at 6:12 PM, Heiko Schulz aeitsch...@yahoo.de
mailto:aeitsch...@yahoo.de wrote:
My last cloudset has fewer but larger sprites. I did this because I
Hi,
On Mon, Dec 15, 2008 at 6:00 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
Theory vs praxis ;-) I just tested it- no, more sprites = less fps
Are you testing with drawing off? Where do I change the number of sprites?
heh, so many .xmls
What is your CPU?
If you feel so inclined, try
Hi,
or one could even more trivially do:
Index:
F:/c/flightgear-svn-performance/SimGear/simgear/scene/tgdb/ShaderGeometry.hxx
===
---
F:/c/flightgear-svn-performance/SimGear/simgear/scene/tgdb/ShaderGeometry.hxx
(revision
96)
+++
be merged. As it's the case that we are already dumping full
vertex-packs
to the GL we could avoid the attribute and use TSG_PACKED_ATTRIBUTES, as in
the
other patch.
yon
On Mon, Dec 15, 2008 at 9:22 PM, Yon Uriarte yon.uria...@gmail.com wrote:
Hi,
and get to use display lists, but with a fps
Hi,
ok, last tree-rendering patch spam. Using attached patch (with no
attributes) and
coverage /= 10.0 in obj.cxx:
Result: ufo, v=0, 160fps:
http://img266.imageshack.us/my.php?image=treessimpledlpatchbt7.jpg
click on the image to zoom it.
RAM usage seems to be under control. Go overheat your
Hi,
add#undef max
#undef min
at the top of that SGMisc.hxx, just before class ...
I thought it was a local problem at my end cause I'm always changing things,
heh.
It's been that way for a few days.
hth,
yon
On Sat, Dec 27, 2008 at 12:21 PM, Vivian Meazza
vivian.mea...@lineone.netwrote:
Hi,
driver version? glxgears works? Please post the output of glxinfo.
On Wed, Dec 31, 2008 at 8:17 AM, John Wojnaroski cas...@mminternet.comwrote:
I recently setup a dual core 64-bit machine with FG-1.0 which works just
fine.
Now doing the same with a single core 64 bit machine. After
Hi,
On Wed, Dec 31, 2008 at 12:06 PM, James Turner zakal...@mac.com wrote:
I think we need to get a handle on the 'scenery loading takes 2
minutes' issue before doing a 1.9.1
Some weeks ago I was looking around the database thread and
I got the impression all --random-objects are getting
.
Yon Uriarte has proposed a patch that limits the frame-rate to 60hz
during the splash screen. Would that fix the issue, by freeing up
cycles?
The patch has been around since November and I ran it locally for many
weeks without seeing any problems.
As I understand it, if you limit
there are parameters to tweak, like the number
of
maximum display lists to compile each frames, and we could use more
aggressive values until the scenery is displayed. Just a thought.
Yon Uriarte has proposed a patch that limits the frame-rate to 60hz
during the splash screen. Would
Hi,
On Mon, Jan 12, 2009 at 12:19 PM, Frederic Bouvier fredfgf...@free.frwrote:
Hi Yon,
I saw that but also saw that the osgViewer::Renderer has its own minimum
time that is not settable by environment variable, and the resulting time is
the minimum of the two values, one from the pager and
40 matches
Mail list logo