I've found that with the model I'm working with (1000 polys, 30 bones)
it slows down from 40 to 28 FPS. I'll look into what's creating the
slow-down and report back.

Thanks,

Tarwin

On Feb 22, 11:28 am, Cauê Waneck <[email protected]> wrote:
> 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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