"Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
versio
> On Sat, Mar 26, 2011 at 6:27 AM, Robert wrote:
>>> Indeed the jitter is caused by Nasal's "garbageCollect" method. Simple
>>> test: add a printf (apply attached "patch" to simgear) and you should
>>> see
>>> the "stutter" is synchronized with it.
>>
>> True! The text is printfed with every jitte
On 26.03.2011 10:03, Tim Moore wrote:
> Reference counting doesn't provide a strong performance advantage over
> conventional garbage collection, and a reference-counting scheme can
> take an unbounded amount of time. Reference counting schemes that do
> have real-time or bounded behavior are very
On 26.03.2011 06:27, Robert wrote:
However, the garbage collector does a complete scan of all Nasal
objects to detect and remove unreachable elements. So, the more
Nasal data elements we have, the worse the jitter gets. Large
Nasal data structures will eventually break every CPU.
On Sat, Mar 26, 2011 at 6:27 AM, Robert wrote:
>> Indeed the jitter is caused by Nasal's "garbageCollect" method. Simple
>> test: add a printf (apply attached "patch" to simgear) and you should see
>> the "stutter" is synchronized with it.
>
> True! The text is printfed with every jitter.
>
>>
>>
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:
> Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
> tarball and I host that for the time being as a dds texture patch to Local
> Weather so that people can test what works better for them. Once we know
> how
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:
> > How about using plain "old" textured plane crosses for clouds at bigger
> > distances? (the way trees are done, only with a (or several) horizontal
> > plane(s) added)
> > These might work better for bigger structures like cumulon
> How about using plain "old" textured plane crosses for clouds at bigger
> distances? (the way trees are done, only with a (or several) horizontal
> plane(s) added)
> These might work better for bigger structures like cumulonimbus, and
> such,
> too, as you can "control" the shape a bit. (no fancy
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