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Make Départements workload scale linearly with complexity - #124
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Currently the test's rendering workload grows non-linearly with complexity. While the first 16 spokes add new shaded area and full-sized map sprites, higher complexities crammed all spokes into the same single ring by shrinking each wedge's angle. This causes total shaded area to plateau and blurred sprite areas to shrink as complexity increases. Moreover, adding additional chart rings resizes existing rings and redistributes spokes, causing sudden work discontinuities rather than smooth scaling. This patch addresses this problems by: - Fixing the wedge angle to a constant 16 segments per circle and keeping chart radii uniform so each spoke represents a consistent unit of work. - Filling chart rings sequentially, layering additional rings via overdraw with a slight angular offset so rendering cost continues to grow steadily. - Scoping background dimming and axis strokes to individual spokes to remove discontinuous work jumps when starting a new ring.
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khokhlov962
marked this pull request as draft
September 30, 2026 10:57
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Currently the test's rendering workload grows non-linearly with complexity. While the first 16 spokes add new shaded area and full-sized map sprites, higher complexities cram all spokes into the same single ring by shrinking each wedge's angle. This causes total shaded area to plateau and blurred sprite areas to shrink as complexity increases.
Moreover, adding additional chart rings resizes existing rings and redistributes spokes, causing sudden work discontinuities rather than smooth scaling.
This patch addresses these problems by: