Curtis found another inconsistency in the sky repaint check. I am afraid that adding more checks would eventually give the same framerate as repainting every frame. Consider this a failed experiment.
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1 changed files with 1 additions and 25 deletions
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@ -590,29 +590,6 @@ void fgRenderFrame() {
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" sun_angle = " << cur_light_params.sun_angle
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<< " moon_angle = " << cur_light_params.moon_angle );
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*/
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// Some insane defaults.
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static int init = 50;
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static double sun_pos_angle = 9999.0;
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static double sun_pos_rotation = 9999.0;
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static float view_heading = 9999.0;
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static float view_heading_offset = 9999.0;
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if ((fabs(sun_pos_rotation - cur_light_params.sun_rotation) > 5e-3)
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|| (fabs(sun_pos_angle - cur_light_params.sun_angle) > 5e-3)
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|| (fabs(view_heading - current__view->getHeading_deg()) > 5e-3)
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|| (fabs(view_heading_offset
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- current__view->getHeadingOffset_deg()) > 5e-3)
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|| init || fgGetBool("/sim/rendering/debug"))
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{
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if ( init )
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init--;
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sun_pos_angle = cur_light_params.sun_angle;
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sun_pos_rotation = cur_light_params.sun_rotation;
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view_heading = current__view->getHeading_deg ();
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view_heading_offset = current__view->getHeadingOffset_deg();
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thesky->repaint( cur_light_params.sky_color,
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cur_light_params.adj_fog_color,
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cur_light_params.sun_angle,
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@ -621,7 +598,6 @@ void fgRenderFrame() {
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globals->get_ephem()->getPlanets(),
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globals->get_ephem()->getNumStars(),
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globals->get_ephem()->getStars() );
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}
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/*
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SG_LOG( SG_GENERAL, SG_BULK,
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