Hi all, Can anyone advise a performance friendly way to have 500+ Sprite3Ds on screen?
I'm adding about 500 Sprite3Ds to my scene to create a cool grass effect - it looks fine, but the performance drops down to about 30fps from 60fps when all the sprites are on the screen. If I point the camera away from the grass, the frame rate jumps back up to 60fps. (and btw, I'm using wmode=direct) Seems odd that Molehill is able to render complex geometry and 3D animations, but struggles with sprites - I'm probably doing something wrong, so I wanted to check if this approach is correct: First, I embed a 30Kb, 256x256 png in my class and call it "MyEmbeddedBmpClass", then basically just run this code about 500 times: ~~~ var sprite : BitmapData = new MyEmbeddedBmpClass(); var bmpMat:BitmapMaterial = new BitmapMaterial(sprite); bmpMat.transparent = true; var sprite3D:Sprite3D = new Sprite3D(bmpMat, 15, 15); sprite3D.position = new Vector3D(100*Math.random(), 100*Math.random(), 100*Math.random()); addChild(sprite3D); ~~~ Of course, the loop could be more optimised by removing the var delarations, etc but that's not the issue - my problem is a consistent runtime issue, not just a code startup issue. Can anyone advise a more performance friendly way to have 500+ Sprite3Ds on screen? Thanks in advance, Jahiro
