Hi wsdmeer
the Merge class is very easy to setup:
import away3d.geom.Merge;
///make instance
var merge:Merge = new Merge(false, false, false);
params:
[optional] Boolean. Defines if mesh2 is merge using its objectspace or
worldspace. Default is true.
means that the position in space of the to be merged mesh is taken in
account or not
[optional] Boolean. Defines if the receiver object must generate new
vertexes, uv's or uses mesh2's. Default is false.
if some vertexes/uvs are shared or saved somehwere else, setting to
true prevents conflicts or null objects. if true
the to be merged object is copied during parsing and merged to
reciever object with new instances of vertexes and uv's
[optional] Boolean. Defines if the receiver object must use the mesh2
material information. If false the merge information from mesh2 gets
the mesh1 material. Default is false.
in your case, you probably want that the houses become one object but
ypu want they keep there visual differences by keeping their material
refferences
merge.apply(mesh1, mesh2);
mesh1 = receiver mesh
mesh2 = to be merged mesh to mesh 1
so your "house" loop would look in pseudo code like this
say you have 4 houses, you pick the first one as receiver.
var merge:Merge = new Merge(true, true, true);
var houses:Array = [house1, house2, house3];
loop over houses
merge.apply(house0, houses[index]);
if you addChild house0, its now a single mesh looking exactly as all
your houses
you can now get rid of all other houses elements.
Fabrice
On Nov 23, 2009, at 9:05 AM, wsvdmeer wrote:
Hey Fabrice,
The i gave the 3d modeller here the task at removing the faces and i'm
going to generate new maps with Prefab.
Do you have an example on how to use the merge class?
And thanks for your time and help!
On 19 nov, 21:55, Fabrice3D <[email protected]> wrote:
There is a maxpolygon filter. that you might consider
and i do not know if its the case for all houses, but on your house
model, the floor could be deleted and same for backside
and you also could imporve the maps. Not that they are not lovely but
they are not using the full area of the map, and they should be
brought back to 512x512 max, especially with this amount of houses.
Another trick is to use for your city the Merge class, so all object
level calculations would be executed only once...
there are of course more ways to optimize, but these should bring you
on the right path.
Fabrice
On Nov 19, 2009, at 4:55 PM, wsvdmeer wrote:
I'm working on a project that shows a street with around 43 houses
i've optimized a lot with the loading, textrures and filesize but
i'm
running into a problem with the maximum polygon count.
Here are the demos :
MD2 files: http://labs.speak.nl/3d/away3d/demo20/bin/
AWD files:http://labs.speak.nl/3d/away3d/demo21/bin/
(Press 1 for firstperson view 2 for birdview 3 for 3rd person view)
If you look at multiple houses (3000+/4000+) the framerate drops.
Are there any workarounds/tricks for this?
Or should i switch to Away3dLite?