View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0004126 | Spring engine | General | public | 2013-11-06 09:16 | 2013-11-07 15:10 |
| Reporter | Beherith | Assigned To | Kloot | ||
| Priority | normal | Severity | tweak | Reproducibility | always |
| Status | closed | Resolution | suspended | ||
| Product Version | 95.0 | ||||
| Summary | 0004126: Split updateextratexture to a separate thread | ||||
| Description | Since the info texture is pretty much unsynced, as no synced operations use it, can it be split into a separate thread from threadpool? Or is it using too many synced inputs for this to be feasible? Im calling it quite often to have LOS updated in a more natural looking manner. I am aware that LOS is only updated every slowupdate, but taking up to 2 seconds seconds to propagate to the player with the default extratextureupdaterate of 45. | ||||
| Additional Information | If this is too much work/infeasible, please close so as not to clutter mantis. Thank you! | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | |||||
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Define "quite often". The code complexity would increase N-fold to solve a potential non-issue so you need to show some pretty convincing framerate measurements before I or anyone else will consider it. On a sidenote, I would like to know why you asked us to implement this callout when (according to http://springrts.com/phpbb/viewtopic.php?p=520175#p520175) you already had a patch last year doing the exact same thing? ("Currently I have added $infotex to gl.Texture, and have an additional unsyncedctrl callin that forces the generation of the los texture even if LOS mode is off.") |
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All I did in my hacky and ugly code, was to add a callout that forced updateextratexture in LOS mode. It had many problems, such as: failed rendering if any other infotex was drawn, it didnt work when LOS mode was on, because I failed to remove the drawing parts in the map shader, and it was all around ugly code (I cant code in C for shit). In retrospect, Knorke's request to split the info textures made even more sense, as the callout alone would never have been enough to implement it half as good as it works now. I apologize for not sharing my patch, which I deleted months ago when I was cleaning up tons of build folders for space. I try to call it min(drawframe rate, extratextureupdaterate*2) times per second, so as to get the full updated los tex in time for the next slowupdate. I will try to make exact measurements of the load this produces, so you are correct; please close this issue until I can come up with a convincing case for its need. |
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ok, reopen at your convenience |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2013-11-06 09:16 | Beherith | New Issue | |
| 2013-11-06 14:35 | Kloot | Note Added: 0011991 | |
| 2013-11-06 14:35 | Kloot | Status | new => feedback |
| 2013-11-06 14:37 | Kloot | Note Edited: 0011991 | |
| 2013-11-07 14:57 | Beherith | Note Added: 0012000 | |
| 2013-11-07 14:57 | Beherith | Status | feedback => new |
| 2013-11-07 15:06 | Kloot | Note Edited: 0011991 | |
| 2013-11-07 15:10 | Kloot | Note Added: 0012001 | |
| 2013-11-07 15:10 | Kloot | Status | new => closed |
| 2013-11-07 15:10 | Kloot | Assigned To | => Kloot |
| 2013-11-07 15:10 | Kloot | Resolution | open => suspended |