"m...@apollinemike.com" <m...@apollinemike.com> writes: > Hey all, > > I've uploaded a first-pass attempt at implementing the suggestion that > Joe talked about (using buildings directly in the skylines). > This saves a lot of time in the calculation of skyline distance (time > spent in Axis_group_interface::skyline_spacing can go from 2 to 0.2 > seconds for scores with lots of beams and hairpins). > > However, the global time takes a huge hike with this patchset because > skylines are constantly being rebuilt with padding added on.
It would appear to me that one would want to implement padding operations working on whole readily-built skylines. That should be more efficient than padding the individual elements. I would consider it perfectly tenable if we needed to rethink our padding specifications to better work in the context of full skyline interaction. So if a particular kind of padding hack we implemented in the context of rectangular skylines does not map well to more accurate skylines, it is perfectly valid to replace it by different padding kinds that are a better match to what we actually do. For example, some horizontal skyline padding was designed to prevent excessive interlocking. If the skylines are no longer rectilinear, strictly horizontal padding makes only very limited sense. -- David Kastrup _______________________________________________ lilypond-devel mailing list lilypond-devel@gnu.org https://lists.gnu.org/mailman/listinfo/lilypond-devel