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Re: [Fenfire-dev] text cloud needs speed up


From: Tuomas Lukka
Subject: Re: [Fenfire-dev] text cloud needs speed up
Date: Tue, 28 Oct 2003 12:40:25 +0200
User-agent: Mutt/1.5.4i

On Tue, Oct 28, 2003 at 09:28:09AM +0200, Matti Katila wrote:
> On Tue, 28 Oct 2003, Tuomas Lukka wrote:
> > On Mon, Oct 27, 2003 at 09:56:01PM +0200, Matti Katila wrote:
> > > I added this to GLVobCoorder_Base:
> > >     public int[] getAllCSAt(int parent, float x, float y) {
> > > So, where's the bottleneck?
> > 
> > In the C++ coords code, probably. 
> > 
> > Of course, to make sure, you should explicitly check that call by itself.
> > 
> > GL.getAllCSAt() can be rather slow
> 
> Yes it is. One way to speed this up could be also to save active 
> coordinate systems somewhere since we use one scene multiple times while 
> dragging.

> > There are several ways to speed it up, by saving the constructed objects
> > between invocations, for example, or through the recursive vobscenes ideas
> > where it would be possible to save the entire structure.
> 
> hmm, recursive vs - save the entire structure..
> Words without a meat, what you mean with structure?

Sorry ;) I've been thinking of those a lot and therefore talk rather unclearly.

With structure I mean exactly what you say above: saving the coordinate systems.
You see, libvob works so that when you call to render or to query about
a coordinate system, it constructs a C++ structure containing *all* coordinate
systems in the scene.

After the funding applications are done, I'll start again on recursive vss.

Or if you want, you can branch off my recursive vss branch and try to finish 
it.

        Tuomas





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