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

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