by Aaron » Tue Dec 29, 2015 11:17 am
Hi wdhwg001,
I apologise for this inconvenience. The heightfield generation algorithms in L3DT are not multi-threaded, so during heightfield generation you should expect only one core to be at full utilisation. Hence, for these calculations the overall system CPU utilisation will be approximately 1/n, where n is the number of cores.
The calculations that have been multithreaded are those that are the most CPU intensive and take the most time; namely generating the attributes map, normal map, light map (shading, not shadow casting), and texture map. It is on my to-do list to re-write some of the heightifeld algorithms to be multi-threaded also, but I do not yet have a definite timeframe.
Best regards,
Aaron.