Comments (4)
Thanks for reaching out @knackstedt.
Yes, it is expected that animations on the conic polygons do consume a bit of CPU capacity. The reason is that geometries need to be calculated for all the intermediate positions of the interpolator. These geometries are calculated using three-conic-polygon-geometry and there is some complexity to those objects.
I've optimized what I could in both the geometry lib and in globe.gl, and not certain there's a lot more that can be done other than use it on powerful enough GPU hardware.
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@vasturiano I can clearly see better performance this way. The fact that you were able to implement a solution so quickly is very impressive :)
It looks very smooth and doesn't make my CPU performance hit 100% at any point during the transition.
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The system that I'm using for this is very beefy. It's running a Ryzen 9 3900XT and a GeForce RTX 3090.
I feel like there shouldn't be any noticeable lag during transitions. I also notice significant lag on the geometry changes on this scene load https://globe.gl/example/countries-population/, which I suspect has the same origin cause.
A Possible remedy would be enforcing this transition to only apply to a single mesh at a time. It might be better suited as an issue with three-globe instead of globe.gl. I'm not sure I fully understand the differences between the two yet.
If possible you could use scaling to tween between the mesh geometry sizes.
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@knackstedt I've done some experimenting and ended up with a solution that has better performance during transitions.
It's applied to the latest version and you can see it the example: https://globe.gl/example/countries-population/
Essentially, as you suggested, instead of re-generating geometries at every tick of the tween it's merely applying a scaling factor to the existing geometries.
Let me know if you see an improvement on your side.
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