I've had major performance issues with Sprite3Ds and bitmap materials. I ended up having to write a culling class that uses a quad tree to track down which Sprite3Ds are closest to the camera - I keep the close ones and cull the rest. Would love to see sonme optimizations around Sprite3Ds.
Michael, I found that running a release build gave me an increase in fps, but still I can't run my app at all with more than 500 sprites at any one time, even with a release build. On May 4, 7:33 am, Michael Iv <[email protected]> wrote: > Btw , anybody knows if the 2d molehill engine M2d supports depth ? Would be > interesting to test it in correlation with Flint. > > Sent from my iPhone > > On May 4, 2011, at 12:20 AM, makc <[email protected]> wrote: > > > > > > > On 3 ôÒÁ, 23:40, Peter Kapelyan <[email protected]> wrote: > >> Did you try this demo, says like 4096 items > > > It also says December 24th, 2008
