Hey Colouredfunk thanks for your answer :) I'm at the point of adding lighting to the view so you link may come in handy!
For lightweight models the 3d artist here created a low poly model in cinema4d triangulated it and exported it to 3ds. I then imported the model to milkshape and scaled the model and rotated it (for some odd reason cinema exports everything mirrored). After that i add a joint and export it to a md2 model. I load the md2 model in prefab and use the Weld button to weld stuff together. And then i export it to a AWD model. After loading the model i use the weld class again just to make sure. The models are all lightweight its just the quantity of all the models that make my framerate drop. I optimized the rest of my code that doesn't use 3d as much as possible by using the following tricks : bitwise operators: http://lab.polygonal.de/2007/05/10/bitwise-gems-fast-integer-math/ When using for loops use ++i instead of i++ Pre-Incrementing a variable (++i) is faster than post-increment (i++). uint is slower than int. If you do not need these extra bits, use int. And so on. As a last resort i can divide my scene up in parts and only load objects when the player is at a point on the map. But i would rather keep the whole scene and try to optimize as much as possible. On 3 dec, 13:36, colouredfunk <[email protected]> wrote: > Hey Wsvdmeer! > > I'm having the same troubles, I fill my room walls with paintings, > which massively kills the frame rate. > > Have you checked out the weld class? Might help on some of the > imported 3d stuff. It helped kill some vertexes for me... > > for each (var child:Object3D in room.children) > { > var weld:Weld = new Weld() > weld.apply(child) > > } > > It's quite cool as you can also see how many got delete...trace > (weld.countvertices) > > I didn't have much luck with the MergeClass though! > > Good luck! > > On Dec 3, 12:07 pm, jimalliban <[email protected]> wrote: > > > > > Hi wsvdmeer > > > I just read a nifty trick the other day when investigating lighting > > here: > > >http://www.everydayflash.com/blog/index.php/2008/04/26/light-shading-... > > > If you set the stage.quality to StageQuality.LOW you can gain an extra > > few fps. This doesn't have any effect on the render quality. > > > Jim > > > On Dec 3, 9:36 am, wsvdmeer <[email protected]> wrote: > > > > Does nobody have some performance tweeks? > > > It would be great to bundle all the optimization techniques at one > > > place so that other developers could benefit from it. > > > > On 16 nov, 22:00, wsvdmeer <[email protected]> wrote: > > > > > I'm trying to get as muchperformanceand memory gain out of the > > > > project i'm working on. > > > > My project uses around 40 low polygon md2 models with one UV texture > > > > per model, and i optimized > > > > a lot with tweaking the textures and keeping the model polygon count > > > > as low as possible. > > > > The problem i'm having is when the camera looks at multiple models the > > > > framerate drops and the memory usage is getting higher. > > > > Are there tricks in tackeling this problem?- Hide quoted text - > > > - Show quoted text -
