little is still better than nothing

On Sat, Feb 7, 2009 at 5:23 PM, Fabrice <[email protected]> wrote:
>
> map sizes, tris size, mapping, material types, angles, stage.quality,
> browsers, player versions... etc all are factors of influence.
> I've seen scenes running slow under 500 tris... same for renderings with
> just 250 tris drawn of a 60 000 tris model...
> Its a nice test, but tells very little in the end.
>
> Fabrice
>
>
> On Feb 7, 2009, at 4:02 PM, Sean McCracken wrote:
>
>>
>> I'll be doing a test just like that.  I'll post my findings Monday.
>>
>> Sean
>>
>> Sent from my iPhone
>>
>> On Feb 7, 2009, at 5:55 AM, Makc <[email protected]> wrote:
>>
>>>
>>> Hum, does it mean 3001 triangle would be too much? Someone should do
>>> online test app where user could specify fps + features used, and the
>>> app would add triangles until fps goes too low.
>>>
>>> On Fri, Feb 6, 2009 at 3:53 PM, Li <[email protected]> wrote:
>>>>
>>>> I guess a quick answer would be around 3000 triangles with motion
>>>> (someone
>>>> correct me if Im wrong). However, Away3D uses something called triangle
>>>> caching. The idea behind this is that if an object hasn't moved, and the
>>>> camera hasn't moved, then the object would look the same, so why redraw
>>>> it?
>>>> Doing stuff like this allows for a very larger amount of triangles as in
>>>> the
>>>> Intel game demo in the away3d site which uses more than 100,000
>>>> triangles!
>>>>
>
>

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