Hey Fabrice,
I added 3 models here : http://labs.speak.nl/3d/away3d/models/models.rar
The positions can be found here:
<model>
<file>../assets/models/eddydejong/eddydejong.awd</file>
<texture>../assets/models/eddydejong/</texture>
<name>Bakker Eddy de Jong</name>
<xposition>120</xposition>
<yposition>80</yposition>
<zposition>-1470</zposition>
<xrotation>0</xrotation>
<yrotation>90</yrotation>
<zrotation>0</zrotation>
<scale>0.01</scale>
</model>
<model>
<file>../assets/models/etos/etos.awd</file>
<texture>../assets/models/etos/</texture>
<name>Etos</name>
<xposition>100</xposition>
<yposition>60</yposition>
<zposition>-1290</zposition>
<xrotation>0</xrotation>
<yrotation>95</yrotation>
<zrotation>0</zrotation>
<scale>0.01</scale>
</model>
<model>
<file>../assets/models/pearle/pearle.awd</file>
<texture>../assets/models/pearle/</texture>
<name>Pearle</name>
<xposition>140</xposition>
<yposition>71</yposition>
<zposition>-1155</zposition>
<xrotation>0</xrotation>
<yrotation>102</yrotation>
<zrotation>0</zrotation>
<scale>0.01</scale>
</model>
On 7 dec, 15:08, Fabrice3D <[email protected]> wrote:
> Are you sure your models are perfectly centered?
> otherwijze send me offline max 3 of them + the position you give them
> in worldspace,
> I'll make a test here.
>
> Fabrice
>
> On Dec 7, 2009, at 2:21 PM, wsvdmeer wrote:
>
>
>
> > I all ready place the objects first and call the mergeHouses function
> > after all the objects are loaded and placed.
> > When setting the useobjectSpace parameter to false the following
> > happens:
>
> >http://labs.speak.nl/3d/away3d/example3.jpg
>
> > On 7 dec, 14:17, wsvdmeer <[email protected]> wrote:
> >> Oke changed the loop to :
>
> >> private function mergeHouses():void {
> >> var arr:Array = getHouses()
> >> var merge:Merge = new Merge(true,false, false);
> >> var length:int = arr.length
> >> for (var i:int = 1; i <length ;++i ) {
> >> merge.apply(arr[0], arr[i])
> >> scene.removeChild(arr[i])
> >> trace("merge house0 + house" + i);
> >> if (i == length - 1) {
> >> trace("merging complete")
> >> }
> >> }
>
> >> }
>
> >> And only loaded a few houses on the rightside of the scene.
>
> >> The result was the same:
>
> >>http://labs.speak.nl/3d/away3d/example2.jpg
>
> >> On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:
>
> >>> The loop
> >>> No need to make new Merge instance each iteration
> >>> place this line above loop start
>
> >>>> var merge:Merge = new Merge(true,false, false);
>
> >>> start at loop at 1, since arr[0] is receiver
> >>> then no need for a check on 0 iterration
>
> >>> The merge
> >>> the issue is a simple offset ScenePosition going wrong, may be
> >>> simply
> >>> because there is no position set on the models
> >>> before the merge, and since you pass first param as use ObjectSpace,
> >>> only own offsets in geometry are used
>
> >>> Try set the positions before merge and then set useobjectSpace to
> >>> false (first param), since you want world coordinates.
>
> >>> Fabrice
>
> >>> On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:
>
> >>>> Hey Fabrice,
>
> >>>> I've tested it like followed:
> >>>> I first load and place all the models in the scene.
> >>>> After all the models are loaded i use the following function(s) to
> >>>> weld stuff together:
>
> >>>> private function getHouses():Array {
> >>>> var children:Array = scene.children
> >>>> var array:Array = []
> >>>> var length:int = children.length
> >>>> for (var i:int = 0; i < length ; ++i) {
> >>>> var child:Object3D = children[i]
> >>>> var name:String = child.name
> >>>> if (name == "house" ) {
> >>>> array.push(child);
> >>>> }
> >>>> }
> >>>> return array
> >>>> }
>
> >>>> private function mergeHouses():void {
> >>>> var arr:Array = getHouses()
> >>>> var length:int = arr.length
> >>>> for (var i:int = 0; i <length ;++i ) {
> >>>> var merge:Merge = new Merge(true,false, false);
> >>>> if (i == 0) {
> >>>> }else{
> >>>> merge.apply(arr[0], arr[i])
> >>>> scene.removeChild(arr[i])
> >>>> trace("merge house0 + house" + i);
> >>>> }
> >>>> if (i == length - 1) {
> >>>> trace("merging complete")
> >>>> }
> >>>> }
> >>>> }
>
> >>>> After the welding is complete the x,y,z rotations, positions and
> >>>> scales are all based uppon the first house's scale position etc.
>
> >>>>http://labs.speak.nl/3d/away3d/example.jpg
>
> >>>> On 7 dec, 12:14, Fabrice3D <[email protected]> wrote:
> >>>>> Can you extend a bit more on the definition of "skewed up"?
> >>>>> url, jpg's?
>
> >>>>> I also assume you do use latest trunk version (Merge class was
> >>>>> updated
> >>>>> recently)
>
> >>>>> Fabrice
>
> >>>>> On Dec 7, 2009, at 10:36 AM, wsvdmeer wrote:
>
> >>>>>> Hey Fabrice,
>
> >>>>>> If i use the merge class the end model is all screwed up.
>
> >>>>>> On 4 dec, 10:47, Fabrice3D <[email protected]> wrote:
> >>>>>>>> I didn't have much luck with the MergeClass though!
>
> >>>>>>> what is the issue?
>
> >>>>>>> works exactly like Weld class
>
> >>>>>>> merge = new Merge
> >>>>>>> merge.apply(recievermesh, tobemergedmesh);
>
> >>>>>>> of course, you need not to addchild the "tobemergedmesh",
> >>>>>>> instead
> >>>>>>> you
> >>>>>>> need to destroy it
> >>>>>>> or keep for other purposes depending on what you want to do
> >>>>>>> later
> >>>>>>> on.
>
> >>>>>>> Fabrice
>
> >>>>>>> On Dec 3, 2009, at 1:36 PM, colouredfunk 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 -