In this case this look something Away specific . @John: I ran, just to test the power of pure Molehill , a scene with 224 spheres all moving ,scaling and rotating simultaneously .Yes this is not 500 sprites.But each sphere was 1984 triangles. My fps was around 40-50 at my desktop and 30 steady at my very very weak notebook.
On Mon, Apr 11, 2011 at 2:22 PM, Jahiro <macro.mar...@gmail.com> wrote: > Hi Michael, > > Thanks for your response. > > In answer to your questions: > > 1) Do you add and remove the object during the run? > Currently, I add 500 Sprite3Ds during startup and just leave them in > the scene. Do you mean, do I dynamically add/remove them during > runtime depending I add the camera position? I was thinking of doing > this, but even in the camera's viewable area, I still need 500 Sprites > to be on the screen at the one time. > > 2) What is the RAM consumption? > Pretty low - around 100MB on the AwayStats widget. If I have 500x 30Kb > Sprites, that would add up to about 14MB of bitmap data, so I wouldn't > think it would take up too much RAM. > > > > On Apr 11, 8:27 pm, Michael Iv <explomas...@gmail.com> wrote: > > @Janim you can exit this group by going to the group google page and > > unsubscribe . > > > > @Jahiro: Do you add and remove the object during the run? What is the RAM > > consumption? > > > > > > > > > > > > > > > > > > > > On Mon, Apr 11, 2011 at 1:08 PM, Jahiro <macro.mar...@gmail.com> wrote: > > > Sorry, forgot to mention, this is a Molehill question - I'm using the > > > latest Away3D 4 code from SVN. > > > > > On Apr 11, 2:43 pm, Jahiro <macro.mar...@gmail.com> wrote: > > > > Hi all, > > > > > > Can anyone advise a performance friendly way to have 500+ Sprite3Ds > on > > > > screen? > > > > > > I'm adding about 500 Sprite3Ds to my scene to create a cool grass > > > > effect - it looks fine, but the performance drops down to about 30fps > > > > from 60fps when all the sprites are on the screen. If I point the > > > > camera away from the grass, the frame rate jumps back up to 60fps. > > > > (and btw, I'm using wmode=direct) > > > > > > Seems odd that Molehill is able to render complex geometry and 3D > > > > animations, but struggles with sprites - I'm probably doing something > > > > wrong, so I wanted to check if this approach is correct: > > > > > > First, I embed a 30Kb, 256x256 png in my class and call it > > > > "MyEmbeddedBmpClass", then basically just run this code about 500 > > > > times: > > > > ~~~ > > > > var sprite : BitmapData = new MyEmbeddedBmpClass(); > > > > > > var bmpMat:BitmapMaterial = new BitmapMaterial(sprite); > > > > bmpMat.transparent = true; > > > > > > var sprite3D:Sprite3D = new Sprite3D(bmpMat, 15, 15); > > > > sprite3D.position = new Vector3D(100*Math.random(), > 100*Math.random(), > > > > 100*Math.random()); > > > > addChild(sprite3D); > > > > ~~~ > > > > > > Of course, the loop could be more optimised by removing the var > > > > delarations, etc but that's not the issue - my problem is a > consistent > > > > runtime issue, not just a code startup issue. > > > > > > Can anyone advise a more performance friendly way to have 500+ > > > > Sprite3Ds on screen? > > > > > > Thanks in advance, > > > > Jahiro > > > > -- > > Michael Ivanov ,Programmer > > Neurotech Solutions Ltd. > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > > Tel:054-4962254 > > mich...@neurotech.co.il > > t...@neurotech.co.il -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 mich...@neurotech.co.il t...@neurotech.co.il