No problem at all.  After re-reading the thread, I realized that the
original email states only one mesh was being animated, which accounts for
the performance discrepancy.  I should probably also have mentioned for
context that these frame rate numbers were on a last gen Mac Book Pro.

-Ken

On Thu, Mar 4, 2010 at 12:01 PM, katopz <[email protected]> wrote:

> 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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