Thank you for the answers! Ok, so if it's a known issue, I will keep on using Away3D for now.
And yes, Ken is right, I just took the Mario model off the original example and put it in another empty one in which I just display a single animated Mario on a blank background. I'm making my tests on a Pentium D 3.20 Ghz with 2 GB of RAM on WindowsXP. I know, not a next generation machine :P Thanks again for the support Riccardo On Mar 4, 6:24 pm, Ken Railey <[email protected]> wrote: > 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
