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 -

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