Hi all, > self.model = soya.AnimatedModel.get("column")
I think part of the problem is due to the use of AnimatedModels. AnimatedModel requires to re-compute the position of each vertex before each rendering, and possibly before each round if some raypicking is performed on the Body. The animation computation is actually performed by Cal3D. If the model is not animated (I can guess a column is not !), using non-animated models should be much faster. If you need many simultaneous body with the same animated model, a possible optimization would be to cache the various animation frame, and to re-use them without recomputing them. However, this couldn't be achieved without hacking deeply in the Soya source. Jiba
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