just uploaded an update that should speed up containers feeds.
where it was doing
loop
parse
merge
it now does
loop
parse & collect data
merge
It does not speed up a single merging of two objects.
It prevents a parsing*n loops for reciever object and all the vectors/var
generation
which can be pretty significant boost.
looking now at the massive meshes issue.
@rjgtav
Even if the above update will probably speed up your case, I think generating
new cubes
each iteration is not the way to go...
Fabrice
On May 12, 2011, at 1:02 AM, John Brookes wrote:
> Works if you just use an objectcontainer3D and add wall,floor cubes to that
> and then after the for loop merge that objectcontainer and add to the scene.
>
> eg
>
> var _merger:Merge= new Merge(false, true, true);
> var obj:ObjectContainer3D = new ObjectContainer3D();
>
> for (var py:uint = 0; py < _map.length; py++) {
> for (var pz:uint = 0; pz < _map[py].length; pz++ ) {
> for (var px:uint = 0; px < _map[py][pz].length; px++ ) {
> switch(_map[py][pz][px]) {
> case 1://FLOOR
> var floorCube:Cube = new Cube(floorMaterial, CUBESIZE, CUBESIZE, CUBESIZE);
> floorCube.moveTo(CUBESIZE * px, CUBESIZE * py, CUBESIZE * pz);
> obj.addChild(floorCube);
>
> break;
> case 2://WALL
> var wallCube:Cube = new Cube(wallMaterial, CUBESIZE, CUBESIZE, CUBESIZE);
> wallCube.moveTo(CUBESIZE * px, CUBESIZE * py, CUBESIZE * pz);
> obj.addChild(wallCube);
> break;
> }
> }
> }
> }
> _view.scene.addChild(_merger.applyToContainer(obj));
>