Can you extend a bit more on the definition of "skewed up"?
url, jpg's?
I also assume you do use latest trunk version (Merge class was updated
recently)
Fabrice
On Dec 7, 2009, at 10:36 AM, wsvdmeer wrote:
Hey Fabrice,
If i use the merge class the end model is all screwed up.
On 4 dec, 10:47, Fabrice3D <[email protected]> wrote:
I didn't have much luck with the MergeClass though!
what is the issue?
works exactly like Weld class
merge = new Merge
merge.apply(recievermesh, tobemergedmesh);
of course, you need not to addchild the "tobemergedmesh", instead you
need to destroy it
or keep for other purposes depending on what you want to do later on.
Fabrice
On Dec 3, 2009, at 1:36 PM, colouredfunk wrote:
Hey Wsvdmeer!
I'm having the same troubles, I fill my room walls with paintings,
which massively kills the frame rate.
Have you checked out the weld class? Might help on some of the
imported 3d stuff. It helped kill some vertexes for me...
for each (var child:Object3D in room.children)
{
var weld:Weld = new Weld()
weld.apply(child)
}
It's quite cool as you can also see how many got delete...trace
(weld.countvertices)
I didn't have much luck with the MergeClass though!
Good luck!
On Dec 3, 12:07 pm, jimalliban <[email protected]> wrote:
Hi wsvdmeer
I just read a nifty trick the other day when investigating lighting
here:
http://www.everydayflash.com/blog/index.php/2008/04/26/light-
shading-...
If you set the stage.quality to StageQuality.LOW you can gain an
extra
few fps. This doesn't have any effect on the render quality.
Jim
On Dec 3, 9:36 am, wsvdmeer <[email protected]> wrote:
Does nobody have some performance tweeks?
It would be great to bundle all the optimization techniques at one
place so that other developers could benefit from it.
On 16 nov, 22:00, wsvdmeer <[email protected]> wrote:
I'm trying to get as muchperformanceand memory gain out of the
project i'm working on.
My project uses around 40 low polygon md2 models with one UV
texture
per model, and i optimized
a lot with tweaking the textures and keeping the model polygon
count
as low as possible.
The problem i'm having is when the camera looks at multiple
models the
framerate drops and the memory usage is getting higher.
Are there tricks in tackeling this problem?- Hide quoted text -
- Show quoted text -