My mistake. I was looking at the snippet that was posted, indeed your class 
doesn't make new ones. good ;)

Fabrice

On May 12, 2011, at 1:38 PM, rjgtav wrote:

> @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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