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In @mondusboids_trails branch (specifically commit 05e461e8f8) there are often frames where many agents simultaneously blink and appear in the wrong position (asthough their texture buffer information is uninitialised?). The trail agents are being born and dying regularly, but the population size remains static, possible there's an issue around this (related #126 ?).
I've tested the below and haven't found a clear cause:
Disabling vsync (seems to make it occur more frequently)
cudaDeviceSynchronize() before copying agent buffers to render buffers
holding the mapped device pointer for the lifetime of the render buffer
Likewise the mutex avoiding a render and buffer update race condition is working as intended.
This needs more investigation, but I'm currently out of ideas.
paul.mp4
The text was updated successfully, but these errors were encountered:
In @mondus
boids_trails
branch (specifically commit05e461e8f8
) there are often frames where many agents simultaneously blink and appear in the wrong position (asthough their texture buffer information is uninitialised?). The trail agents are being born and dying regularly, but the population size remains static, possible there's an issue around this (related #126 ?).I've tested the below and haven't found a clear cause:
cudaDeviceSynchronize()
before copying agent buffers to render buffersLikewise the mutex avoiding a render and buffer update race condition is working as intended.
This needs more investigation, but I'm currently out of ideas.
paul.mp4
The text was updated successfully, but these errors were encountered: