[Papervision3D] Optimizing performance: anything else I can do?

Andy Zupko azupko at zupko.info
Sat May 9 20:00:28 PDT 2009


Regarding the mipmapping (no, the pv3d team does not want to lead you  
on a 4 hour wild goose chase), but:

add this line of code to your initialization:

BitmapMaterial.AUTO_MIP_MAPPING = true;

If it helps than great.  if not then no loss. Should take < 20 seconds  
to add/test that.  Your textures probably are too large, but its worth  
trying at least.

Regarding below:

Tiled helps with a performance bug in the flash player when very small  
triangles are drawn with smoothing on.  Textures can lock up/slow down  
the CPU on very thin triangles (no i dont have any adobe sanctioned  
blogs for this issue either :P) - again, worth trying

hth


On May 9, 2009, at 9:49 PM, Alan Pinstein wrote:

>> I would also make sure:
>>
>> 1) tiled = true for your material
>
> Is this to fix the "seam" bug? Tiled is true for the 2nd and 3rd  
> slice, as done in the example code I found... somewhere. Is that  
> correct?
>
>> 2) check your thumbnail code to make sure its not running when it  
>> doesn't need to be: use bitmap caching until the mouse is over the  
>> area of interacting with that menu, stop all recalcuing of  
>> positions and such unless the mouse is near it. (often times pv3d  
>> is greatly affected by the 2d stuff left running in a project)
>
> This is a good idea. I will definitely check into that. I believe  
> that the "root" DisplayObject of the "Dock" is set to cache as  
> bitmap, but I will double-check.
>
> Alan
>
>>
>> hth
>>
>>
>> On May 9, 2009, at 9:35 AM, Alan Pinstein wrote:
>>
>>>> I believe it's good practice to keep bitmap dimensions to x2  
>>>> (64,512,etc) - not sure how much performance boost you'll get  
>>>> from that one tweak tho.
>>>
>>> Why? From everything I've read the point of this is simply to  
>>> benefit from Flash built-in mipmapping. Outside of that I know of  
>>> no reason why this matters (yet).
>>>
>>> If it's just mipmapping, then this can't possibly have an effect  
>>> at full-screen for my application since none of my textures ever  
>>> get "shrunk" in the viewport.
>>>
>>> Alan
>>>
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>>
>>
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>
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