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

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