That doesn't sound right, I've never experienced that myself, but I never use HoverCamera3D.
Maybe there is a bug in the Hover Cam? Can you try the same thing with a regular Camera3D and see if the memory climbs? If so you must be doing something wrong in your code somewhere. On Thu, Jan 15, 2009 at 1:17 PM, paullaster <[email protected]> wrote: > > Has any progress been done in tracking down the memory leak in > away3d? > > I can load model in a scene using the HoverCamera3d. With the mouse I > can continually rotate the scene and watch the memory climb and never > release the memory. > > > > On Jan 15, 10:10 am, Peter Kapelyan <[email protected]> wrote: > > 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/> <http://away3d.com/> > > > > -- > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM <http://away3d.com/> > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
