Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
- Original Message - From: "Jon Stockill" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 23, 2003 1:22 AM Subject: Re: [Flightgear-devel] Performance analysis > On Wed, 22 Jan 2003, Norman Vine wrote: > > > FWIW It has always seemed pretty big to me and I definate

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
On Wed, 2003-01-22 at 18:56, Curtis L. Olson wrote: > David Megginson writes: > > Continuous LOD is probably a non-starter for us -- at least, the > > implementations I've read about assume a regular elevation grid with a > > simple texture mapped on top, and that doesn't describe the way we > > mo

[Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
I did some profiling of flightgear because I'd like to optimize performance of the terrain culling + rendering which is bad when terrain fog is far, that mean when there is a lot to render and cull in the scene graph. Performance is fine with the default fog distance though but it gets very bad wh

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
On Wed, 2003-01-22 at 17:14, David Megginson wrote: > Hoyt A. Fleming writes: > > > There was a discussion quite a while back about decreasing the > > terrain level of detail (LOD) as the terrain distance increased so > > that frame rates could be increased. Do you know if that LOD > > concep

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
cover a lot of screen reale state and because they are blended into > the background they burn heavily into your pixel fill budget. > I disabled it with --disable-clouds for the profiling > Regards, > > Curt. > > > Michael Pujos writes: > > I did some profiling of f

[Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
I did some profiling of flightgear because I'd like to optimize performance of the terrain culling + rendering which is bad when terrain fog is far, that mean when there is a lot to render and cull in the scene graph. Performance is fine with the default fog distance though but it gets very bad wh

[Flightgear-devel] Threaded file loader and MSVC ?

2003-01-12 Thread Michael Pujos
Hi   I built with VC++ 6.0 FlightGear 0.9.1 with pthread support for the tile loader using pthread-win32 2002-11-04   At execution an assert fails in SGMutex::unlock().   So my question is if anyone had this working ? Or does it work only built with cygwin ? Is it stable and does it work well