Hey wsvdmeer,
I have updated the class & updated the svn.
The update resolves the geometrical artefact and code was in need of an update anyway. I have just done a series of tests using this latest update and everything seams working just fine.

Now looking at your awd files and your xml definition, the first
thing that might clarify your problem, is the scale/position

if I look in Prefab at eddydejong.awd, it's having bounderies of width 25000, height 16000, depth 11000
now, the position of this one is at 120, 80, 1470.

now you want to merge this model with lets say etos.awd
etos bounds are width 15590, height 12000 and 7672 for depth
its position is 100, 60, 1290

Looking at this data, it explains clearly your problem... they simply overlap each other, with or without Merge in the game. if you have rescaled in Prefab prior to export, just multiply by same factor the xml position data and you should be ok.

Fabrice



On Dec 8, 2009, at 1:46 PM, wsvdmeer wrote:

Hey Fabrice,

Did you have time looking at my problem?

On 7 dec, 16:19, wsvdmeer <[email protected]> wrote:
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 -

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