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Storage Montors are possibly rendering too often #1896

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thatsIch opened this Issue Sep 22, 2015 · 1 comment

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thatsIch commented Sep 22, 2015

The storage monitors are using the TESR upon list change which makes sense.
But there is a possibility that the amount is not taken into consideration before marking a storage monitor to update. (Only need to re-render if the amount hits a specific threshold for the amount renderer to render something different? e.g. 10k are still rendered the same even with 10001 items)

Did not investigate this nor did I look into the code. Just had a hunch when hearing somebody saying that too many storage monitors is lagging for him in a large storage solution.

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yueh Sep 22, 2015

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Looking at AbstractPartMonitor.java#L411-L427 clearly indicates that an update is triggered each time. So sounds perfectly valid.


Depending on the used version this can also be caused by wrapping everything into GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS )

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yueh commented Sep 22, 2015

Looking at AbstractPartMonitor.java#L411-L427 clearly indicates that an update is triggered each time. So sounds perfectly valid.


Depending on the used version this can also be caused by wrapping everything into GL11.glPushAttrib( GL11.GL_ALL_ATTRIB_BITS )

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