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@Jahiro: Do you add and remove the object during the run? What is the RAM consumption? On Mon, Apr 11, 2011 at 1:08 PM, Jahiro <[email protected]> wrote: > Sorry, forgot to mention, this is a Molehill question - I'm using the > latest Away3D 4 code from SVN. > > > On Apr 11, 2:43 pm, Jahiro <[email protected]> wrote: > > 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 > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com http://blog.alladvanced.net Tel:054-4962254 [email protected] [email protected]
