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:
>
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> > 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

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