Hey Zincuntrin @Rob - Your answer seems to imply that you are already sending batch > triangles and not one by one, is this correct?
no, what i meant was this is a potential optimisation. but jusding from your test with the pv3d cs4 branch, it isn't much of an optimisation. 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. > yep, they sure did. But if we start to re-adopt that standard, in evolutionary terms we'll have gone backwards. besides, the current crop of file formats: collada, 3ds, obj etc. all support what i am calling 'polygon-dependent' uv coordinates. adobe seem to have implemented their only option for perspective mapping in flash 10... with the past in mind. Rob On Mon, Mar 9, 2009 at 10:48 PM, Peter Kapelyan <[email protected]> wrote: > 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. >> > > > > -- > ___________________ > > Actionscript 3.0 Flash 3D Graphics Engine > > HTTP://AWAY3D.COM > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
