@Fabrice Hi. Did you check my example? I only create 1 cube of each type before the loop and then, in each iteraction, i only move it to the new position and merge to the container. Or that also creates a new cube?
On 12 Maio, 11:53, Fabrice3D <[email protected]> wrote: > 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));
