It wouldn't make so much sense if the memory leak comes from the
HoverCamera3D (since it's pretty much a cos/sin calculation). Maybe it's
more related to clipping stuff/DrawTriangles that could vary depending on
camera settings and your model.

On Thu, Jan 15, 2009 at 5:14 PM, paullaster <[email protected]> wrote:

>
> Yeah I think its with the HoverCamera3d.  Very simple bare bone
> application Away3d.  Create scene adds collada model.  I created the
> scene as a test to see if it was something wrong with what I was
> doing.  I did plan to change the camera and do the same test.  I
> created games a few games with other cameras and didnt have that
> problem.
>
> It is a collada imported model. which was another theory of mine.
>
>
>
> On Jan 15, 10:24 am, Peter Kapelyan <[email protected]> wrote:
> > 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
>



-- 
~Gabriel Laet

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