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// Put requests that include tiles in the visible area to the front to handle those first
std::partition(tileRequests.begin(), tileRequests.end(), [this](const TileCombined& req) {
return isTileRequestInsideVisibleArea(req); });
for (auto& tileCombined : tileRequests)
renderTiles(tileCombined);
}
We should instead while there are events to process:
a) only render & send those that are inside a visible area and
b) re-spin the main-loop and
c) only render non-visible tiles when there is nothing else to do =)
The text was updated successfully, but these errors were encountered:
@mmeeks is it OK for the invisible tiles requests to just vanish, i.e. being ignored iff the main-loop is busy (later on that)?
In such case .. we just issue renderTiles on the isTileRequestInsideVisibleArea requests?
Edit2: Probably need to update status to client ... side-effects etc.
Need to check on the 'busy main-loop' criteria, i.e. nothing else to do -> ProcessToIdleDeadline?
In Kit.cpp (drainQueue) while we batch all the incoming input pieces first we then render all incoming tile requests.
if (processInputEnabled() && !isLoadOngoing() &&
!isBackgroundSaveProcess() && _queue->getTileQueueSize() > 0)
{
std::vector tileRequests = _queue->popWholeTileQueue();
The text was updated successfully, but these errors were encountered: