@Don:

Let me just reiterate on a basic benchmark I mentioned earlier in the
thread:

"Some early benchmarks show that a ~60000 triangle mesh in AWD is
about 8% the size of a COLLADA containing nothing but the same mesh,
and parses quicker."

Hopefully that will be reason enough to get at least some people to
switch over. :)

Cheers
/R

On Feb 25, 4:11 pm, "Don Bloomfield" <[email protected]> wrote:
> Thanks - that makes a lot of sense.
>
> Don
> Have a great day
>
>
>
>
>
>
>
> -----Original Message-----
> From: [email protected] [mailto:[email protected]] On
>
> Behalf Of Fabrice3D
> Sent: Saturday, 26 February 2011 12:39 AM
> To: [email protected]
> Subject: Re: [away3d] Re: Away 4.0 and Away 3 issues
>
> Just because Collada can be seen a good exchange format by some vendors
> doesn't mean its suitable for runtime content.
> if you raytrace a scene for 3 hours, nobody cares if the model took 20 sec
> to load/parse.
> But on web/mobile size/loading/parsing speed are very important. Collada is
> a verboze monster.
> That's why we put efforts into a suitable format.
>
> Add to this, that this "standard" format fails totally at one thing: be a
> standard.
>
> If you preffer to use Collada for runtime, that's entirely up to you.
> You asked why we think this way...
>
> Fabrice
>
> On Feb 25, 2011, at 1:05 PM, Don Bloomfield wrote:
>
> > Can I ask why you say "COLLADA should never ever be used in the first
> > place..."?
>
> > I'm just curious - I use newtek's lightwave, and they seem to be moving TO
> > collada for scene files, and I was looking to move to collada for any
> > animated objects in the future.
>
> > Don
> > Have a great day

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