Oke changed the loop to :

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

And only loaded a few houses on the rightside of the scene.

The result was the same:

http://labs.speak.nl/3d/away3d/example2.jpg

On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:
> The loop
> No need to make new Merge instance each iteration
> place this line above loop start
>
> > var merge:Merge = new Merge(true,false, false);
>
> start at loop at 1, since arr[0] is receiver
> then no need for a check on 0 iterration
>
> The merge
> the issue is a simple offset ScenePosition going wrong, may be simply  
> because there is no position set on the models
> before the merge, and since you pass first param as use ObjectSpace,  
> only own offsets in geometry are used
>
> Try set the positions before merge and then set useobjectSpace to  
> false (first param), since you want world coordinates.
>
> Fabrice
>
> On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:
>
>
>
> > 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 -

Reply via email to