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/> >
