Fabrice3D If you got the time, could you share more optimizations?
I hadn't a clue about merge or maxpolyfilter Cheers On Nov 23, 7:54 pm, Fabrice3D <[email protected]> wrote: > 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?
