Is there a roadmap for Away3D Lite in terms of what's being added to it?

I'd love to use it, but my app uses tons of Segments.  Not much else, in
fact.  It's a CAD/CAM app and I really have to do that.

It doesn't seem like there is much about Segments that would be bad for
Away3D Lite, so I would think they'd be a compatible notion.

Cheers,

BW

On Mon, Jul 12, 2010 at 8:21 AM, Peter Kapelyan <[email protected]> wrote:

> Away3DLite is a faster and smaller version of the regular Away3D library.
> It may be able to do everything you need, if your project is simple.
>
> So, if it can do everything your project needs, you should use it instead.
> If it can't do what you need (features etc), then you can't use it :)
>
> -Peter
>
> On Mon, Jul 12, 2010 at 10:06 AM, Crabar <[email protected]> wrote:
>
>> Sorry, but i don't know difference between Lite or not Lite. There is
>> Lite is faster, but... has smaller functionality? Or only faster, and
>> hasn't disadvantages?
>>
>> On 12 июл, 16:54, Peter Kapelyan <[email protected]> wrote:
>> > 2500 at one time is still really "pushing" it. Maybe try Away3Dlite?
>> >
>> > -Pete
>> >
>> >
>> >
>> >
>> >
>>  > On Mon, Jul 12, 2010 at 9:30 AM, Crabar <[email protected]> wrote:
>> > > AwayStats show "30000 polygons". I think it mean "faces".
>> > > Scene is big and in one moment camera sees no more then 2500.
>> >
>> > > On 12 июл, 16:22, Michael Iv <[email protected]> wrote:
>> > > > 30000 polygons or triangles? Anyhow this is too much Man... You must
>> > > reduce
>> > > > it
>> >
>> > > > On Mon, Jul 12, 2010 at 4:16 PM, Crabar <[email protected]> wrote:
>> > > > > Hello, developers!
>> >
>> > > > > I have a problem with a performance of own scene.
>> > > > > I try to build about 10 000 objects on scene with away3d. Now i
>> have
>> > > > > over 30 000 polygons, a visible at once is about 500-2000. It
>> required
>> > > > > ~230 mb of RAM (Internet Explorer, AwayStats shows ~160 mb) and
>> have
>> > > > > 5-10 fps while camera is moving. It's to much RAM is using and to
>> low
>> > > > > fps rate to me. I would be pleased for help in optimization of my
>> > > > > engine and for some advices about optimization tricks. As well I
>> would
>> > > > > be pleased for pointing out my mistakes.
>> >
>> > > > > There are some screens:
>> > > > >http://imageshost.ru/photo/74374/id21221.html
>> > > > >http://imageshost.ru/photo/80867/id21220.html
>> >
>> > > > > I'm using Rectangle Clipping, obectCulling = true, Renderer =
>> BASIC.
>> > > > > Material is ShadingColorMAterial with one light source.
>> > > > > I think about using LODObject, but it probably will be used more
>> RAM
>> > > > > or not?
>> >
>> > > > > To limit the range of visibility i'm using following event code
>> (on
>> > > > > move):
>> >
>> > > > >                public function onMove(e:KSEvents):void
>> > > > >                {
>> > > > >                        for each (var Obj3D:Object3D in
>> > > > > baseAway.view.scene.children)
>> > > > >                        {
>> > > > >                                if
>> > > > > (baseCamera.position.distance(Obj3D.position)>DistanceOfView)
>> > > > >                                {
>> > > > >                                        Obj3D.visible = false;
>> > > > >                                }
>> > > > >                                else
>> > > > >                                {
>> > > > >                                        Obj3D.visible = true;
>> > > > >                                }
>> > > > >                        }
>> > > > >                }
>> >
>> > > > > Creating view code:
>> >
>> > > > > <?xml version="1.0" encoding="utf-8"?>
>> > > > > <mx:UIComponent xmlns:mx="http://www.adobe.com/2006/mxml";
>> width="100%"
>> > > > > height="100%">
>> > > > >        <mx:Script>
>> > > > >                <![CDATA[
>> > > > >                        import away3d.containers.Scene3D;
>> > > > >                        import away3d.containers.View3D;
>> > > > >                        import away3d.core.clip.FrustumClipping;
>> > > > >                        import away3d.core.clip.RectangleClipping;
>> > > > >                        import away3d.core.render.*;
>> >
>> > > > >                        public var view:View3D;
>> > > > >                        public var scene:Scene3D;
>> >
>> > > > >                        override protected function
>> > > createChildren():void
>> > > > >                        {
>> > > > >                                super.createChildren();
>> > > > >                                scene = new Scene3D();
>> > > > >                                view = new View3D();
>> > > > >                                view.scene = scene;
>> > > > >                                view.renderer = Renderer.BASIC;
>> > > > >                                addChild(view);
>> >
>> > >  view.addEventListener(Event.ADDED_TO_STAGE,
>> > > > > update); // Make sure
>> > > > > the first frame is rendered
>> > > > >                        }
>> >
>> > > > >                        override protected function
>> > > > > updateDisplayList(unscaledWidth:Number,
>> > > > > unscaledHeight:Number):void
>> > > > >                        {
>> > > > >
>>  super.updateDisplayList(unscaledWidth,
>> > > > > unscaledHeight);
>> > > > >                                update();
>> > > > >                        }
>> > > > >                        private function update(e:* = null):void
>> > > > >                        {
>> > > > >                                if(view.stage){
>> > > > >                                        view.x = unscaledWidth/2;
>> > > > >                                        view.y = unscaledHeight/2;
>> > > > >                                        view.clipping = new
>> > > > > RectangleClipping({minX:-unscaledWidth/
>> > > > >
>> 2,minY:-unscaledHeight/2,maxX:unscaledWidth/2,maxY:unscaledHeight/2});
>> > > > >                                        view.clipping.objectCulling
>> =
>> > > true;
>> > > > >                                        view.render();
>> > > > >                                }
>> > > > >                        }
>> > > > >                ]]>
>> > > > >        </mx:Script>
>> > > > > </mx:UIComponent>
>> >
>> > > > > Some code of class my object's class:
>> >
>> > > > >        public class Tube extends KSMesh
>> > > > >        {
>> > > > >        ...
>> >
>> > > > > Building faces:
>> >
>> > > > >                for (var i:int = 0; i< (VertexArray[j] as
>> > > > > Vector.<Vertex>).length-1;
>> > > > > i++)
>> > > > >                {
>> > > > >                        // first triangle of quad
>> > > > >                        var FirstFace:Face = new Face();
>> > > > >                        FirstFace.v0 = (VertexArray[j] as
>> > > > > Vector.<Vertex>)[i];
>> > > > >                        FirstFace.v1 = (VertexArray[j] as
>> > > > > Vector.<Vertex>)[i+1];
>> > > > >                        FirstFace.v2 = (VertexArray[j+1] as
>> > > > > Vector.<Vertex>)[i];
>> > > > >                        this.addFace(FirstFace);
>> > > > >                        FirstFace = null;
>> > > > >                        // second triangle of quad
>> > > > >                        var SecondFace:Face = new Face();
>> > > > >                        SecondFace.v0 = (VertexArray[j] as
>> > > > > Vector.<Vertex>)[i+1];
>> > > > >                        SecondFace.v1 = (VertexArray[j+1] as
>> > > > > Vector.<Vertex>)[i+1];
>> > > > >                        SecondFace.v2 = (VertexArray[j+1] as
>> > > > > Vector.<Vertex>)[i];
>> > > > >                        this.addFace(SecondFace);
>> > > > >                        SecondFace = null;
>> > > > >                }
>> > > > >                ...
>> >
>> > > > > constructor
>> >
>> > > > >                public function Tube(Points:Vector.<Number3D>,
>> > > > > Radius:Number,
>> > > > > PipeKey:Number)
>> > > > >                {
>> > > > >                        super(null);
>> > > > >                        this.diameter = Radius*2;
>> > > > >                        this.ObjKey = PipeKey;
>> >
>> > > > >                        var ComplexPoints:Array = new Array;
>> > > > >                        var TwoDots:Array = new Array();
>> >
>> > > > >                        for (var i:int = 0; i<Points.length-1; i++)
>> > > > >                        {
>> > > > >                                //
>> > > > >                                TwoDots = GetFanCoords(Points[i],
>> > > > > Points[i+1], 4, Radius);
>> > > > >                                ComplexPoints[ComplexPoints.length]
>> =
>> > > > > TwoDots[0];
>> > > > >                                ComplexPoints[ComplexPoints.length]
>> =
>> > > > > TwoDots[1];
>> > > > >                        }
>> >
>> > > > >                        //
>> > > > >                        BuildFaces(ComplexPoints);
>> > > > >                        //
>> > > > >                        this.centerPivot();
>> > > > >                        this.material = new
>> > > ShadingColorMaterial(0x555555);
>> > > > >                        this.invertFaces();
>> > > > >                        this.bothsides = true;
>> > > > >                        // welding
>> > > > >                        var weld:Weld = new Weld(false);
>> > > > >                        weld.apply(this);
>> > > > >                        //
>> > > > >                        weld = null;
>> > > > >                        TwoDots = null;
>> > > > >                        ComplexPoints = null;
>> > > > >                }
>> >
>> > > > > Tnx for help.
>> >
>> > > > --
>> > > > Michael Ivanov ,Programmer
>> > > > Neurotech Solutions Ltd.
>> > > > Flex|Air
>> > > |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://
>> > >www.meetup.com/GO3D-Games-Opensource-3D/
>> > > > Tel:054-4962254
>> > > > [email protected]
>> > > > [email protected]
>> >
>> > --
>> > ___________________
>> >
>> > Actionscript 3.0 Flash 3D Graphics Engine
>> >
>> > HTTP://AWAY3D.COM <http://away3d.com/>
>>
>
>
>
> --
>  ___________________
>
> Actionscript 3.0 Flash 3D Graphics Engine
>
> HTTP://AWAY3D.COM <http://away3d.com/>
>

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