WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOWWWWWWWWWW!!!
I published release build and it jumped UP t o22-23 FPS (Out of 24). Wow
,didnt know it slows down so much in debug mode!!!!

On Tue, Oct 20, 2009 at 2:57 PM, Michael Iv <[email protected]> wrote:

>
> Own canvas does not work when applied to the room object because inside the
> room I have translations of objects
>
>
> On Tue, Oct 20, 2009 at 2:48 PM, Michael Iv <[email protected]> wrote:
>
>> But I have objects that move inside the ObjectContainer of the room .Will
>> it prevent the renderer from stopping rendering the parts of the room?
>>
>>
>> On Tue, Oct 20, 2009 at 2:44 PM, Michael Iv <[email protected]>wrote:
>>
>>> Now I am going to try to put own Canvas on the whole Room Class that
>>> extends ObjectContainer .Let s see what I ll get
>>>
>>> On Tue, Oct 20, 2009 at 2:40 PM, Peter Kapelyan <[email protected]>wrote:
>>>
>>>> Hmm I guess the floor is not behind everything (read before). Did you
>>>> try the object container thing?
>>>>
>>>>
>>>> On Tue, Oct 20, 2009 at 8:38 AM, Peter Kapelyan <[email protected]>wrote:
>>>>
>>>>> Is the floor always behind everything?
>>>>>
>>>>>
>>>>> On Tue, Oct 20, 2009 at 8:36 AM, Michael Iv <[email protected]>wrote:
>>>>>
>>>>>>  yourObject.pushback = true ??? Yes because it is quite complex scene
>>>>>> with some more Objects that wrap the floor so in order t oget right Z
>>>>>> sorting off total sum of the elements I had to stop doing pushfront and 
>>>>>> push
>>>>>> back stuff
>>>>>>
>>>>>>
>>>>>> On Tue, Oct 20, 2009 at 2:33 PM, Peter Kapelyan 
>>>>>> <[email protected]>wrote:
>>>>>>
>>>>>>> You can try to add ownCanvas on a ObjectContainer3D, with all the
>>>>>>> objects together, so that you shouldn't have this problem.
>>>>>>>
>>>>>>> -Pete
>>>>>>>
>>>>>>>
>>>>>>> On Tue, Oct 20, 2009 at 8:30 AM, Michael Iv 
>>>>>>> <[email protected]>wrote:
>>>>>>>
>>>>>>>> The thing is that this specific plane I cant set to ownCanvas true
>>>>>>>> because then it sets in front of objects that pop up from hatch that is
>>>>>>>> inside the floor
>>>>>>>>
>>>>>>>>
>>>>>>>> On Tue, Oct 20, 2009 at 2:25 PM, Li <[email protected]> wrote:
>>>>>>>>
>>>>>>>>> Whenever view.forceUpdate is not set to true, any object3ds with
>>>>>>>>> obj3d.ownCanvas = true whose transformations have not changed in 
>>>>>>>>> regard to
>>>>>>>>> the camera's transformation -that is, that look the same to the 
>>>>>>>>> camera as in
>>>>>>>>> the last render cycle-, and whose materials haven't updated, will not 
>>>>>>>>> be
>>>>>>>>> rendered in the current cycle. That's the engine's tri-caching system.
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> ___________________
>>>>>>>
>>>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>>>
>>>>>>> HTTP://AWAY3D.COM
>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> ___________________
>>>>>
>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>
>>>>> HTTP://AWAY3D.COM
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> ___________________
>>>>
>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>
>>>> HTTP://AWAY3D.COM
>>>>
>>>
>>>
>>
>

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