@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));

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