vortiprovider.blogg.se

Timeline 3d slow to load
Timeline 3d slow to load










Let’s improve performance in an example application that uses mouse-over picking to adjust the state of an entity. The Scene Rendering Performance Sandcastle example explores some examples of common use cases in the drop down lists and covers some examples of when you don’t need to explicitly render, as well as examples of where to explicitly render if you do. When requestRenderMode is enabled, this event is triggered only when a new frame is rendered. This event is raised at the end of the update/render cycle after a new frame is rendered, but after updates have been made. This event is raised before a new frame is rendered, but after updates have been made. This event is triggered every update/render cycle at the target frame rate. This event is raised after the scene updates, but before a new frame potentially renders. This event is raised at the beginning of the update/render cycle, before the scene contents are updated or rendered. This was measured on a laptop with an Intel i7 processor, running in Google Chrome. For instance, using Chrome developer tools, CPU usage in an idle Cesium scene averaged 25.1%, but after enabling the performance improvement, it now averages 3.0%. However, when Cesium is idle, CPU usage is greatly reduced. When explicit rendering mode is enabled and changes are made to the scene, rendering occurs as normal at the target frame rate. If the app makes changes to the scene or its contents through the Cesium API in a way that is not covered by one of the above cases, for example, using the Entity or Primitive API, then explicitly request a new render frame.

#Timeline 3d slow to load update#

For more fine-tuned changes to the scene, instead of watching for every update that might require a render, this is left up to the application. This covers a lot of the bread and butter functionality that Cesium is commonly used for, such as loading in terrain, imagery, and data like 3D Tiles. A frame is explicitly rendered with the Cesium API.Globe imagery layers are added, removed, or changed.At a lower level, this is triggered when a web request is resolved via a URI or blob, or an asynchronous process returns from a web worker. Loading in terrain, imagery, 3D Tiles, or data sources, including each individual tile load.The simulation time advances beyond a specified threshold.The camera changes, either with user input or with the Cesium API.When enabled, a new frame will be rendered only in the following scenarios: Starting with Cesium 1.42, a new opt-in explicit rendering mode allows the developer to precisely control the rendering in Cesium based on the needs of the application. Improved performance with explicit rendering means you can run Cesium apps without worries of kicking your laptop fan into high gear or draining battery life on mobile devices. Rendering a new frame uses CPU resources and is often not necessary if your app is idle. While this works well for Cesium apps with dynamic data or that constantly stream data for new views, many Cesium apps can benefit from rendering less frequently. By default, Cesium renders new frames as a game engine does: regularly, at the target frame rate.










Timeline 3d slow to load