----- "James Turner" a écrit :

> On 11 Jan 2009, at 17:18, Frederic Bouvier wrote:
> 
> > My findings on that is that the pager thread needs to compile
> display
> > list in the main loop, and this process is framerate dependent. At 
> 
> > that
> > time of the initialisation, there is only the splashscreen on
> screen,
> > but its refresh rate slow down the loading process. For instance, I
> > mesured it takes more than 1000 frames to display to correctly load
> a
> > terrain tile. Maybe 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 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 the framerate, you limit the slots the pager 
has to compile objects, as compilation is done in the draw thread, between two 
frames. I tried to give more time and allow the compilation of more objects 
between two frames by calling 
setMinimumTimeAvailableForGLCompileAndDeletePerFrame and 
setMaximumNumOfObjectsToCompilePerFrame on the pager and on the renderer but 
for me it makes no difference (there is no problem for me, even in the Paris 
area ). That's why I built a Windows binary to allow people with the problem to 
test the possible solution.

The binary is here :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun+fgfs-osg-win32-20090111.zip

-Fred


-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/              Photo gallery - album photo
http://fgsd.sourceforge.net/               FlightGear Scenery Designer


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