Hey Fabrice,

I've tested it like followed:
I first load and place all the models in the scene.
After all the models are loaded i use the following function(s) to
weld stuff together:

private function getHouses():Array {
    var children:Array = scene.children
    var array:Array = []
    var length:int = children.length
    for (var i:int = 0; i < length ; ++i) {
        var child:Object3D = children[i]
        var name:String = child.name
        if (name == "house" ) {
           array.push(child);
        }
    }
    return array
}

private function mergeHouses():void {
    var arr:Array = getHouses()
    var length:int = arr.length
    for (var i:int = 0; i <length ;++i ) {
        var merge:Merge = new Merge(true,false, false);
        if (i == 0) {
        }else{
            merge.apply(arr[0], arr[i])
            scene.removeChild(arr[i])
            trace("merge house0 + house" + i);
        }
        if (i == length - 1) {
            trace("merging complete")
        }
    }
}

After the welding is complete the x,y,z rotations, positions and
scales are all based uppon the first house's scale position etc.

http://labs.speak.nl/3d/away3d/example.jpg


On 7 dec, 12:14, Fabrice3D <[email protected]> wrote:
> 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 -

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