Hirogen2 wrote:When the BSP tree is generated, it happens that the process is completed even though it shows like 20%.
The node building is slower at first and gets faster as it goes along and has fewer segs to place. Also, for speed reasons, the screen does not update everytime the progress bar moves.
Yeah. When I tried to implement a progress bar for DoomBSP, I had similar problems -- however glBSP has a working progress thing you could take a look at it!
(If the progress bar is not linear-accurate, then it is useless, IMO.)
Hirogen2
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Sorry for bumping, but:
ZDBSP seems to do it correctly, half the way.
1. It runs "linear" from 0 to 100, with exception (2.), not instantly jumping
from say 20 to 100 (like stated above)
2. The process indicator sometimes runs a bit backwards, then forwards again. I
presume that is so that it does reach 100% not 110% or so.
Hirogen2
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
1. The only difference between ZDoom's and ZDBSP's progress indicators is that ZDBSP updates it much more frequently than ZDoom. ZDBSP can afford to update the progress indicator more frequently because writing a line to the console is a lot faster than doing a screen update. If ZDoom updated the indicator as frequently as ZDBSP, it would be much slower.
2. The progress indicator is calculated as the number of segs placed in subsectors divided by the total number of segs. If a large number of segs are added in one step, this can make the progress indicator regress.