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MeshTerm/meshterm/core
Jean-Pierre MartineauandClaude Fable 5 e53e35523e Map: draw the ground off the keystroke, and stop reprojecting the world
A pan cost 0.9-2.4 s. It was never the tiles - those already load in a
thread - it was render_map, which rasterizes the vector ground on the
paint path: 900-2342 ms for a view holding ~16k features.

Two changes, in that order.

The projection was doing the same trigonometry once per vertex. Every
feature_to_dot call recomputed Viewport.origin_world - a sin/log pair -
and a 2** for values constant across the whole frame, 107k times a frame.
The mapping is affine in tile-local coordinates, so tile_transform folds
it into three numbers and _draw_tile spells the arithmetic out inline: two
multiplies and two adds per vertex, no call at all. That alone is 2.4x
(z12 2342 -> 991 ms).

The rest is genuinely per-feature Python and will not shrink to keystroke
size, so the raster moved off the paint path. A paint now returns the best
picture available immediately and a background task draws the real one:
unchanged view serves the finished frame; a view that only gained a tile
keeps the old raster, which is still correctly aligned; a view that *moved*
draws the nodes alone on the new viewport, which is a few ms, so panning
tracks the keys and the streets catch up. The title says "drawing..." while
it does.

Exactly one raster runs at a time and it is always the newest requested -
a held arrow hands us a new viewport every repaint, and starting a second
of thread-bound work per keypress would queue frames that are already
stale on arrival and slow the keystrokes this exists to protect.

On the device: pan 1205 -> 89 ms, 1156 -> 130 ms, 2449 -> 91 ms; zoom
1161 -> 142 ms; a settled view 37 ms.

Also flips MESHTERM_FASTRENDER on by default (=0 still opts out), and asks
whether a loop is running *before* building a coroutine, so a static render
no longer leaves an un-awaited one behind.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-09 01:58:08 -04:00
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