Hey Guys

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.


yes, for Collada and 3DS importers. obj has some support, but i think as you
have found, the material assignment still needs a little work



> Has any progress been done in tracking down the memory leak in
> away3d?


got a little present for you paullaster - the trunk has been updated to
version 2.2.7 with a substantial overhaul of (some) of the object creation
routines. We have two new classes in core.utils, CameraVarsStore and
DrawPrimitiveStore. These use object pooling to  reduce memory leaks - would
be interested to find out how they fair with your projects that are having
memory leak problems, and anyone else who is having problems in this area

cheers

Rob

On Thu, Jan 15, 2009 at 11:13 PM, Fabrice <[email protected]> wrote:

> @ben*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.*
> I've remarked this behavior when meshes/polygon group are using the same
> textures in some applications. Some apps simply omit to add the require mtl
> usetexture id tag.
> the fixe is often to knip and paste the polygongroup/mesh or add the tag by
> hand, it would then be seen as a new mesh. If the problem is still there
> send me the model + mtl offline please. Note that if you do get a white
> texture instead of a default linefill, its because you have the wrong
> filename in the mtl file.
>
> *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.*
> Its because most of the most work was about preparing the geometry,
> animations, textures and testing and comparing speeds.
> each and every textures, models, were made to work together. Peter and me
> spended hours on skype comparing best fx/animations at best costs, to find
> the best balance.
> It mostly come down to one very important point: You have to define per
> model the size of texture per face so that the flashplayer has the mimimum
> of efforts to do on the rescale.
> Your work as a designer is to ensure its still looking good. To reach that
> level of detail you need to have a hudge map. but if you do so, then you end
> up
> with a large swf or you need load stuff forever like I see too often. One
> solution is to load half size and blowup by code before applying.
> but there is indeed a certain amount of feeling and a serious dosis of
> trial and error in the game.
>
> @Paullaster
> *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.
> *
> I sure speed up things because it has a depthfilter in its hart. Note that
> you can use a simple depth filter as well.
>
> @Paullaster/Gabriel
> *Has any progress been done in tracking down the memory leak in away3d?*
> I was in London yesterday and Rob told me he was doing a lot in that field.
> Another issue for the clearance of primitives was fixed last week.
> I haven't seen any problems when using this camera but I never use those
> xml files... If the problem is still there after the upcoming updates,
> please send us some code/model to be able to reproduce.
>
> Fabrice
>
>
> On Jan 15, 2009, at 10:36 PM, Gabriel Laet wrote:
>
> 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
>
>
>
>
>


-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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