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Old 02-01-2011, 03:55 PM   #21
baellwe
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Quote:
Originally Posted by tag View Post
In the 2/1/2011 release there is an app in the WW perfomance package named VeryManyPaths that draws 2000 paths of 300 positions each. Please run that in your environment. On an old iMac I get close to 20 FPS.

Also in this release is an updated version of Path that uses vertex buffer objects. They have to be explicitly enabled, but VeryManyPaths enables them. Without VBOs the frame rate is slightly lower, but the degree to which it's lower depends greatly on the hardware.
I noticed that there was some VBO code in the RectangularTesselator rendering for surface image layers, however this doesn't seem to be enabled by default. Does anyone know if this code is expected to work correctly, or is it still under development?
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Old 02-01-2011, 05:58 PM   #22
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you could take the quadtree idea and modify it it to create basic GL_Lines
http://forum.worldwindcentral.com/sh...illions+points
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We just found and fixed a bug in AbstractShape that degrades Path's performance when picking is enabled. The fix is in the 2/2/11 build, but if you want to include it now simply change line 888 in AbstractShape to:

Code:
if (shape.pickLayer != this.pickLayer) // batch pick only within a single layer
The vertical exaggeration bug fix will also be in the 2/2/11 release.

Thanks for pointing out these issues.

Last edited by tag; 02-01-2011 at 08:28 PM. Reason: Added note about VE fix
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Old 02-01-2011, 08:30 PM   #24
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The commented out VBO code in RectangularTessellator is broken. There's a bug in its allocation scheme. We're replacing all that code as we speak.
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Old 02-03-2011, 12:54 PM   #25
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I think display lists would be the most direct path to very good performance, unfortunately you end up losing the leverage of all the world wind teams improvements and walk your own path. If you do go down this path make sure to only initialize once.
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Old 02-08-2011, 03:38 PM   #26
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Quote:
Originally Posted by baellwe View Post
I noticed that there was some VBO code in the RectangularTesselator rendering for surface image layers, however this doesn't seem to be enabled by default. Does anyone know if this code is expected to work correctly, or is it still under development?
Because some video card don't support the VBO.
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