Hey tarwin!

I don't think you will get a big performance difference with this. That's
because the bones actually don't change anything more than their matrices'
values (e.g. rotation, scale...), and on each render turn, each mesh matrix
will project its vertices, if it changed or not. You may save some setter
calls and matrix calculation of the rotation, scale, etc. change, but this
is handled by the flash10 api internally, and it's very fast.

Are you experiencing any perceptible slowdown when using bones?

cheers!
Cauê

2010/2/21 tarwin <[email protected]>

> Has anyone made a cache utility for the bones player? If so I'd love
> it if they'd share, and if not where do I share this kind of thing
> once I've made it myself?
>
> The idea is to make a utility that takes a Bone animaiton, from a
> Collada, and caches it so that each frame of animation is represented
> by a a mesh, like an MD2 works, so that animation can be pre-computed
> and not slow things down.
>
> Thanks everyone for your amazing work.
>

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