Did the ownCanvas=true thing speed it up any in away3d?

-Pete

On Mon, Mar 9, 2009 at 6:35 PM, Zincuntrin <[email protected]> wrote:

>
> @Rob - About your a) point: I don't know why reusing uvt in the vertex
> is a problem... am I understanding correctly? you mean, having a
> vertex format like:
>
> Vertex
> {x,y,z : Number; u, v, t : Number }
>
> Many APIs use this kind of vertex format, specially in the old fixed-
> pipeline age. The usual solution was, during pre-processing time, to
> duplicate vertices, one for each different UV in each spatial coord.
>
> About comparing to the Papervision CS4 branch: I have just made the
> same test to this branch, and the difference in framerate doesn't seem
> measurable with my quick and dirty FPS counter... about 40 FPS. Maybe
> a bit faster in Papervision, but only from seeing the counter oscilate
> around 40 in an intuitive non-scientifical method :)
>
> @Rob - Your answer seems to imply that you are already sending batch
> triangles and not one by one, is this correct?
>
> @Ralph - Yes, my model is wholly dynamic, just a spin about the Y
> axis, so that away3D cache doesn't kick in and puts the FPS at 120.
>



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