FG1000: Difference between revisions

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32 bytes added ,  21 October 2017
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== Challenges ==
== Challenges ==
=== Performance ===
=== Performance ===
{{See also|Canvas_Development#Property_I.2FO_observations}}
{{See also|Canvas_Development#Property_I.2FO_observations|Canvas_MapStructure#Performance}}
Nasal as such is fast, and compared with the cost of rendering the terrain, rendering a canvas display is fast on the GPU (you can test by rendering but not updating a canvas display), and unless you're doing something very inefficient, calculating a display but not writing it to the property tree is fast (you can test this by disabling the write commands). It's the property I/O which you need to structure well, and then canvas will run fast. And of course the complexity of your underlying simulation costs - if you run a thermal model underneath to get real temperature reading, it costs more than inventing the numbers. But that has nothing to do with canvas. <ref>{{cite web
Nasal as such is fast, and compared with the cost of rendering the terrain, rendering a canvas display is fast on the GPU (you can test by rendering but not updating a canvas display), and unless you're doing something very inefficient, calculating a display but not writing it to the property tree is fast (you can test this by disabling the write commands). It's the property I/O which you need to structure well, and then canvas will run fast. And of course the complexity of your underlying simulation costs - if you run a thermal model underneath to get real temperature reading, it costs more than inventing the numbers. But that has nothing to do with canvas. <ref>{{cite web
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/35926343/  
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/35926343/  

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