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
>



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