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
