No, if the UV map uses the same bitmap, thats exactly what it does, it does not create extra bitmaps in the memory.
One thing that might speed it up a bit is if you don't have duplicate vertices in either the model or the UVmap. A unified mesh is also a better idea in general, because there is less vertice info in the mesh. In addition, now there is a Weld class in Away3D that handles that for you, just added recently thanks to Fabrice. -Pete On Fri, Apr 17, 2009 at 10:25 AM, Stan <[email protected]> wrote: > > Ok, thanks! > > Does UWVunvrap vs UWVmap any effect on performance? I mean is it so > that if I have a shape with 6 sides on which I apply different parts > of the texture the memory amount used will be 6 times size of the > bitmap? > > Regards, > Stan > > On Apr 17, 4:06 pm, Peter Kapelyan <[email protected]> wrote: > > Yes, a smaller size should run a bit faster. Also I believe a GIF runs > > faster than a PNG, but you should try for yourself. > > > > There is a built is stats system, just right click on any 3d object and > > select the "away3D" stats screen. You can then do a sort of benchmark and > > see what improvements make your FPS climb higher. > > > > Best > > -Pete > > > > On Fri, Apr 17, 2009 at 9:57 AM, Stan <[email protected]> wrote: > > > > > Hi > > > > > I'm working on a project where a 3D model is imported from 3DS Max. I > > > would like to improve performance (FPS and memory use) of my model. > > > Should following make a positive impact on performance in Away3D: > > > > > Using 512x512 texture bitmap instead of 1024x1024? > > > Using UWVunvrap instead of UWVmap when i put textures on the mesh? > > > > > Thanks! > > > > -- > > ___________________ > > > > Actionscript 3.0 Flash 3D Graphics Engine > > > > HTTP://AWAY3D.COM > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
