Hey Ken Thanks for sharing, I'll take a look, any other comment/suggestion is welcome :)
Cheers On 5 March 2010 00:41, Ken Railey <[email protected]> wrote: > So I mentioned once before on this list, but it probably bears repeating > that I found a significant amount of skin animation time in my case was > spent applying weights multiple to times to a given vertex position. I am > seeing even worse performance than the numbers posted below, though. > > I just checked out and built the 2282 revision from svn, and I get about > 10-12 fps in the unchanged Advanced_MultiMarios example according to the > built in display. After applying a patch to remove duplicate weighting > operations I get 16-18 fps, which is much better, but still far below the 24 > posted below. The impact varies by Collada model, of course. In my project > here, the mesh animation fps nearly doubled, so YYMV. > > In any case, I am not sure whether this list allows attachments so I, but I > have attached a patch against r2282 if anyone wants to try it. I put it on > pastebin just in case as well: http://pastebin.com/LZgatVL0 > > It just de-duplicates the vertex skin vertex indices per mesh based on > position, which could potentially result in problems if a mesh is designed > with duplicated vertex positions intentionally for some reason. Also, this > is creating a memory leak when destroying a mesh, since there is a static > list of SkinVertex instances used for duplication checking. This is > probably not the ideal way to approach the issue, but if you just want to > try it for now to see if you get a performance boost, I would be curious to > see your results. > > -Ken > > > > On Thu, Mar 4, 2010 at 3:57 AM, katopz <[email protected]> wrote: > >> 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 >> > > -- katopz http://www.sleepydesign.com
