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

Alan Pinstein apinstein at mac.com
Sat May 9 21:11:08 PDT 2009


So, after all of these discussions, my original question remains:

> Here is a link to one where I have sliced the texture into 3  
> BitmapMaterials instead of 1 giant BitmapMaterial:
> http://www.tourbuzz.net/public/vtour/display/4000?viewerType=flash2&debug
>
> It is about 15-18% faster than the one with a single giant texture.
>
> The problem is, I don't understand *why*. The input bitmap data is  
> exactly the same, so why should this affect speed? Without  
> understanding why this matters, I can't decide the most appropriate  
> way to slice things up. Should I use 2 slices? 16 slices? 100? Do  
> the pixel dimensions of the slices matter? Should I use tiling to  
> arrange the multiple textures, or custom UV mapping? How will that  
> affect performance?
>

> In any case, as you can see from the demo, there is a bug with the  
> seams which I'd need to fix to be able to use this. Anyone have any  
> idea why that happens?

Final questions I need answers to:
1) How should I "slice" up the big image to best improve performance?
2) How should I implement the segments? Should I customize the UV  
mapping to make use of the segmenting pattern I use, or use the tiling  
trick? Does either one have performance implications?
3) If I should use the tiling trick to segment the slices, how can I  
fix that seam bug?

Alan
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