As mentioned in previous mails about more sophisticated Nasal view handling, there are still a few cases of ugly jitter caused by an unfortunate order of subsystem updates in the main loop. I want to reorder the mainloop as follows:
(a) timing stuff (time, freeze, warp) (b) update of the "static" world - terrain loading - ephemeris - model manager (c) update of the "dynamic" world - ai/mp (d) update of the protagonist aircraft/vehicle - fdm/replay - aircraft & instruments (e) finale - event manager (which runs the Nasal loops) - view manager (to set view properties) - positional sound handling That's not a dramatic change. Most of it is already in that order, but some subsystems were thrown somewhere in between, at sensible places where they cause jitter. The terrain loading before FDM seems out of place, as it can't consider the newest aircraft position there. The next frame is early enough for that, though, and it's one of the jitter generators. I'm not sure yet about other subsystems. (Should the network come before the FDM, so that it can quickly consider new inputs? Or should it come after it, so that it can quickly send new outputs? In the end it does probably not matter much, but in case of doubt I'll let the old order for such subsystems.) m. ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel