Did the ownCanvas=true thing speed it up any in away3d? -Pete
On Mon, Mar 9, 2009 at 6:35 PM, Zincuntrin <[email protected]> wrote: > > @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. > -- ___________________ Actionscript 3.0 Flash 3D Graphics Engine HTTP://AWAY3D.COM
