@Rob - About your a) point: I don't know why reusing uvt in the vertex
is a problem... am I understanding correctly? you mean, having a
vertex format like:

Vertex
{x,y,z : Number; u, v, t : Number }

Many APIs use this kind of vertex format, specially in the old fixed-
pipeline age. The usual solution was, during pre-processing time, to
duplicate vertices, one for each different UV in each spatial coord.

About comparing to the Papervision CS4 branch: I have just made the
same test to this branch, and the difference in framerate doesn't seem
measurable with my quick and dirty FPS counter... about 40 FPS. Maybe
a bit faster in Papervision, but only from seeing the counter oscilate
around 40 in an intuitive non-scientifical method :)

@Rob - Your answer seems to imply that you are already sending batch
triangles and not one by one, is this correct?

@Ralph - Yes, my model is wholly dynamic, just a spin about the Y
axis, so that away3D cache doesn't kick in and puts the FPS at 120.

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