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Path visualizer optimization (Orbit line) #2310

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emackey opened this issue Dec 5, 2014 · 4 comments
Open

Path visualizer optimization (Orbit line) #2310

emackey opened this issue Dec 5, 2014 · 4 comments

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@emackey
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emackey commented Dec 5, 2014

In an offline conversation, @mramato mentioned that orbit lines were not well optimized. I think he was talking about PathVisualizer and/or related classes. I searched and couldn't find an issue on this, maybe it's tucked away on a roadmap someplace, but I didn't see it. Close if dup.

@mramato can you explain in more technical detail here what kinds of improvements are needed to get the best performance for scenes with hundreds of orbit lines?

@pjcozzi
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pjcozzi commented Dec 5, 2014

#932 plus probably more work at the entity level.

I suspect we can close this a duplicate with this and perhaps #1045.

@pjcozzi
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pjcozzi commented Jun 14, 2017

OK to close as duplicate?

@mramato
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mramato commented Jun 19, 2017

As a duplicate with dynamic buffers? I would say no. There is a lot of inefficiency in PathVisualizer that would still need to be cleaned up even if we had dynamic buffers today.

@shunter shunter changed the title Orbit line optimization Path visualizer optimization (Orbit line) Nov 27, 2017
@Lighfer
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Lighfer commented Jul 23, 2022

Are there any solution ideas? I am experiencing a particularly low performance problem in the 2000 paths, and the performance problem is also caused by the PathVisualizer.
I'm not familiar with the cesium source code yet, but if there are any ideas, I am willing to implement it to see if I can solve the problem.

@mramato mramato removed their assignment Jan 5, 2023
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