Reuse aircraft render times and extrapolation frames

This commit is contained in:
Sameh Khamis committed 2026-10-24 22:47:20 -07:00
1 parent f490404b7f
commit 27cfbe5562
5 files changed
+240 -14

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+12 -1
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@@ -32,6 +32,7 @@ import {
TRACKED_MODEL_MIN_PX,
TRACKED_MODEL_MAX_PX,
FLEET_DR_INTERVAL_MS,
RENDER_DELAY_SEC,
COURSE_SLEW_DT_MAX_SEC,
ROTATION_REFRESH_MS,
COURSE_MAX_DPS,
@@ -854,6 +855,12 @@ export function createRendering({
)
: 0.08;
flightState._lastFleetTickMs = nowMs;
// Every contact in this pass shares the same delayed display instant.
const renderTime = Cesium.JulianDate.addSeconds(
Cesium.JulianDate.now(flightState._scratchFleetRenderTime),
-RENDER_DELAY_SEC,
flightState._scratchFleetRenderTime,
);
_drainIrReloadQueue(); // bounded per-tick slice of any pending boost-flip reload
if (flightState._cockpitContactMode)
@@ -957,7 +964,11 @@ export function createRendering({
const info = flightState.records.data.get(icao24);
const dr = parts.motion._deadReckon(icao24, flightState._scratchFleetPos);
const dr = parts.motion._deadReckon(
icao24,
flightState._scratchFleetPos,
renderTime,
);
// The dead-reckoned point drifts away from the fix whose cell supplied the
// height, so a grounded contact's sprite ends up under the mesh it taxied
// (or coasted) over. Re-floor at the DISPLAYED coordinate — read-only, and