Hey Fabrice, Did you have time looking at my problem?
On 7 dec, 16:19, wsvdmeer <[email protected]> wrote: > Hey Fabrice, > > I added 3 models here :http://labs.speak.nl/3d/away3d/models/models.rar > The positions can be found here: > > <model> > <file>../assets/models/eddydejong/eddydejong.awd</file> > <texture>../assets/models/eddydejong/</texture> > <name>Bakker Eddy de Jong</name> > <xposition>120</xposition> > <yposition>80</yposition> > <zposition>-1470</zposition> > <xrotation>0</xrotation> > <yrotation>90</yrotation> > <zrotation>0</zrotation> > <scale>0.01</scale> > </model> > <model> > <file>../assets/models/etos/etos.awd</file> > <texture>../assets/models/etos/</texture> > <name>Etos</name> > <xposition>100</xposition> > <yposition>60</yposition> > <zposition>-1290</zposition> > <xrotation>0</xrotation> > <yrotation>95</yrotation> > <zrotation>0</zrotation> > <scale>0.01</scale> > </model> > <model> > <file>../assets/models/pearle/pearle.awd</file> > <texture>../assets/models/pearle/</texture> > <name>Pearle</name> > <xposition>140</xposition> > <yposition>71</yposition> > <zposition>-1155</zposition> > <xrotation>0</xrotation> > <yrotation>102</yrotation> > <zrotation>0</zrotation> > <scale>0.01</scale> > </model> > > On 7 dec, 15:08, Fabrice3D <[email protected]> wrote: > > > > > Are you sure your models are perfectly centered? > > otherwijze send me offline max 3 of them + the position you give them > > in worldspace, > > I'll make a test here. > > > Fabrice > > > On Dec 7, 2009, at 2:21 PM, wsvdmeer wrote: > > > > I all ready place the objects first and call the mergeHouses function > > > after all the objects are loaded and placed. > > > When setting the useobjectSpace parameter to false the following > > > happens: > > > >http://labs.speak.nl/3d/away3d/example3.jpg > > > > On 7 dec, 14:17, wsvdmeer <[email protected]> wrote: > > >> 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 -
