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

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