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.
