Hey Riccardo We did notice huge speed drop via collada animation too. It's under investigate for fps leak somewhere...
I think it should be uvt calculate with nested Object3d transform cuase this issue Object3D in lite extends Sprite, pros for this is transfrom calculate internal but cons is it also got plenty of Sprite property that never use after extends (e.g filters, soundtransform,mouse,....) I'm start thinking that it's maybe better to redo Object3D extends Object instead and let's hope that will increase fome fps after that In case i'm got long todo list already, if someone sound this should be fun plz do try and yelling for result ;) Cheers On 04/03/2010, Riccardo <[email protected]> wrote: > Hello, > first of all thank you for Away3D, it's a very advanced and useful > library, and very well developed. > > At the moment I'm comparing the rendering speed of Away3Dlite against > Away3D. > My first test was just a sphere, and actually the lite version of the > library is 30% faster. > > But then I tried the animated Marios example and to display just one > of them. > Then I converted the same application to Away3Dlite, basically > switching from the away3d.animators.SkinAnimation class to the > away3dlite.animators.BonesAnimator. > > What I got is that Mario runs at 40 fps with Away3D on my machine, but > it runs at 24 with Away3Dlite. > But Away3Dlite should be supposed to be faster (or at least not > slower), shouldn't it? > > What's going on? Am I doing anything wrong? > > Thank you > -- katopz http://www.sleepydesign.com
