ios: improved significantly rendering performance

This commit is contained in:
matlabbe
2022-01-19 02:11:38 -05:00
parent b1dd44526d
commit 5ec73bee8d
13 changed files with 319 additions and 197 deletions

View File

@@ -1241,7 +1241,12 @@ int RTABMapApp::Render()
std::list<rtabmap::RtabmapEvent*> rtabmapEvents;
try
{
UTimer fpsTime;
if(camera_ == 0)
{
// We are not doing continous drawing, just measure single draw
fpsTime_.restart();
}
#ifdef DEBUG_RENDERING_PERFORMANCE
UTimer time;
#endif
@@ -1488,12 +1493,12 @@ int RTABMapApp::Render()
main_scene_.setMeshRendering(main_scene_.hasMesh(g_optMeshId), main_scene_.hasTexture(g_optMeshId));
fpsTime.restart();
main_scene_.setFrustumVisible(camera_!=0);
lastDrawnCloudsCount_ = main_scene_.Render(uvsTransformed, arViewMatrix, arProjectionMatrix);
if(renderingTime_ < fpsTime.elapsed())
double fpsTime = fpsTime_.ticks();
if(renderingTime_ < fpsTime)
{
renderingTime_ = fpsTime.elapsed();
renderingTime_ = fpsTime;
}
// revert state
@@ -2095,13 +2100,13 @@ int RTABMapApp::Render()
notifyDataLoaded = true;
}
fpsTime.restart();
main_scene_.setFrustumVisible(camera_!=0);
main_scene_.setFrustumVisible(camera_!=0);
lastDrawnCloudsCount_ = main_scene_.Render(uvsTransformed, arViewMatrix, arProjectionMatrix, occlusionMesh, true);
if(renderingTime_ < fpsTime.elapsed())
double fpsTime = fpsTime_.ticks();
if(renderingTime_ < fpsTime)
{
renderingTime_ = fpsTime.elapsed();
}
renderingTime_ = fpsTime;
}
if(rtabmapEvents.size())
{
@@ -2157,16 +2162,6 @@ int RTABMapApp::Render()
screenshotReady_.release();
}
if((openingDatabase_ && !visualizingMesh_) || exporting_ || postProcessing_)
{
// throttle rendering max 5Hz if we are doing some processing
double renderTime = fpsTime.elapsed();
if(0.2 - renderTime > 0.0)
{
uSleep((0.2 - renderTime)*1000);
}
}
if((rtabmapThread_==0 || !rtabmapThread_->isRunning()) && lastPostRenderEventTime_ > 0.0)
{
double interval = UTimer::now() - lastPostRenderEventTime_;