I would get rid of the timeline anim and simply tween the colors during the 
same tween as the window anim.

Fabrice

On Apr 27, 2010, at 4:56 PM, Mech7 wrote:

> Ah cool... I disabled all and only render when visible and it performs
> allot better now... cpu hangs around 25%...
> 
> Smoothing and interactive is turned on btw... Only it is working kinda
> buggy... I have a swf with TweenMax where I tween a simple modal
> window after clicking a button.. and in the background is a bitmap
> tweening colortint (time line animation)...
> 
> But after I click the button the background just completly stops
> tweening the buttons and modal window still work which is kinda
> strange... this does not happen in the SWF itself only when used as
> MovieMap material.
> 
> Any tips how to avoid this behaviour?
> 
> 
> On Apr 27, 5:39 pm, Fabrice3D <[email protected]> wrote:
>> just use material.update();
>> also if you know where the movieclip should be updated, if not all area is 
>> required, use clipRect prop...
>> 
>> and last but not least, if you do not have interactivity into the mc itself, 
>> use AnimatedBitmapMaterial instead.
>> 
>> Fabrice
>> 
>> On Apr 27, 2010, at 12:20 PM, Michael Iv wrote:
>> 
>> 
>> 
>>> The screen is black is because the engine doesn't render the object anymore 
>>> . How big is the movieclip , do you use smoothing ?
>> 
>>> On Tue, Apr 27, 2010 at 1:14 PM, Mech7 <[email protected]> wrote:
>>> Is there anyway to have the moviematerial take less cpu?
>> 
>>> I just have a simple cube that I am rotating and even if the swf is
>>> just a bitmap the CPU goes to 50% (1Core 100%)
>>> When I dont use the movie material it takes just around 2 / 3% and
>>> when animating bursts to 30%..
>>> If I turn autoUpdate to false it takes no CPU anymore but the screen
>>> is black...
>> 
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>>> --
>>> Michael Ivanov ,Programmer
>>> Neurotech Solutions Ltd.
>>> Flex|Air |3D|Unity|
>>> www.neurotechresearch.com
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>>> [email protected]
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