Re: [Celestia-developers] Improved visibility culling patch
Real-time 3D visualization of space
Status: Beta
Brought to you by:
cjlaurel
From: Selden E B. Jr <se...@le...> - 2008-02-27 12:42:14
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Unfortunately, converting to using Visible instead of hiding pieces in the distance would be a major rewrite: elimination of many different ScriptedOrbit functions, plus addition of code to modify Visible when buttons are pressed. The effects of changing the bounding radii aren't obvious to me. Would be appropriate to set them to (for example) somewhat larger than the model sizes but setting the distances to much larger values when hiding the models? Of course, I'm most interested in the performace when the components are all within view, where culling couldn't help much. s. > That's very strange . . . But, I think that I know what the problem > might be. If I recall, the Hale add-on uses ScriptedOrbits that have > enormous bounding radii. This will effectively prevent any culling > whatsoever, as Celestia cannot make rough guesses about where anything > is located. Does the new visible allow you to do away with those large > bounding radii? > That said, I'm not expecting a big performance improvement from this > fix for your Hale add-on. I don't think that there are many chances to > cull geometry when the viewer is near the telescope. However, when the > camera isn't near the telescope, the new culling code should do a good > job of preventing any ScriptOrbits from executing, thereby boosting > the frame rate. > --Chris > On Tue, Feb 26, 2008 at 6:12 PM, Selden E Ball Jr > <se...@le...> wrote: > > > > I'm sorry to say that the render patch does not improve > > performace in all situations :-( > > > > The following fps values were obtained by rerunning my previous tests, > > but with a new window size: full screen window (not "full screen mode"). > > Previous tests were with a smaller window. > > These were recorded while viewing the Hale control desk, > > run under WinXP 32, sp2, > > compiled with VS2005 Express and makerelease.bat > > > > Celestia fps w/o switches fps with switches drawn > > v 1.5.0 15.5 11.1 (baseline) > > r 4138 25 13.5 > > r 4149 24 13.9 (current svn code) > > " +render patch 21.2 12.4 > > > > I'm not sure the fractions are meaningful. Although they were quite > > stable in a given run, r4138, for example, got 28fps (w/o switches) > > in one run, and then 25fps when I ran it again after running > > 4149+render patch. r4149+render patch also varied between runs. > > > > I think it would help if the fps value didn't take so long to > > display a new value. Currently it seems to sit for 5-10 seconds > > at one value (e.g. 3.5fps right after loading the models), > > and then steps to a new value (e.g. 20fps) > > It would be better, I think, if it were to display a "running value" > > updated several times a second, averaged over the past few updates. > > > > s. > > |