One of the things the fog filters does is clip the triangles beyond the fog cutoff...so It could indeed speed things up, but it also could slow things down if you don't use it right.
-Pete On Thu, Jan 15, 2009 at 1:07 PM, paullaster <[email protected]> wrote: > > Does the fog filter speed things up? I thought it was more a visual > effect then something that made it easier on the 3d engine. I would > think cpu were wasted trying to calculate the effect. > > > On Jan 15, 9:58 am, Peter Kapelyan <[email protected]> wrote: > > Hi ben, > > > > A few extra tips: > > > > You should also keep in mind flash is still flash, and will show certain > > textures sizes and number of colors slower, the bigger you get. So it's > also > > smart to keep the bitmaps and colors smaller, and try to stay away from > lots > > of onscreen Flash elements, like filters, things with alpha, and other > > vector shapes. > > > > -Pete > > > > > > > > On Thu, Jan 15, 2009 at 12:37 PM, Ben Gannaway <[email protected]> > wrote: > > > > > Hi all, > > > > > Are hierarchical models supported for any of the geometry importers in > > > Away3D? My (.obj) model is currently textured only on the top level of > the > > > hierarchy, and I'm not sure if it's because of the way I've exported or > > > imported. > > > > > Also, Away demos such as Green Planet display an impressive number of > > > polygons. Aside from the fog filter, can anyone offer any optimisation > tips > > > for calculating larger numbers of triangles. Are some model formats > faster > > > than others? I seem to be working with far fewer triangles and already > > > noticing a drop in frame-rate. > > > > > Thanks, > > > > > Ben > > > > -- > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM <http://away3d.com/> > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
