Canvas development: Difference between revisions

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=== Property I/O observations ===
=== Property I/O observations ===
actual problem is property I/O - we can't read/write several hundreds of properties per frame without creating a bottleneck. So it's largely irrelevant how fast the Nasal code runs, whether it's parallel or whether it's Python-driven code running on the GPU - as long as property I/O speed doesn't change, performance will be stuck right there.<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=296410#p296410
  |title  =  <nowiki> Re: Nasal must go </nowiki>
  |author =  <nowiki> Thorsten </nowiki>
  |date  =  Oct 9th, 2016
  |added  =  Oct 9th, 2016
  |script_version = 0.40
  }}</ref>
The workload is certainly a function of the number of screens (canvas textures/FBOs) (unless you can assume have duplicate screens, in which case you can cut it by re-using a canvas or using a data provider).
The workload is certainly a function of the number of screens (canvas textures/FBOs) (unless you can assume have duplicate screens, in which case you can cut it by re-using a canvas or using a data provider).
Creating the property structure by simply copying it turned out to be the largest drag in setting up a canvas display.<ref>{{cite web
Creating the property structure by simply copying it turned out to be the largest drag in setting up a canvas display.<ref>{{cite web

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