Terrible performance, what am I doing wrong?

Software: Away3D 3.x

Bubby4j, Newbie
Posted: 02 August 2011 12:55 PM   Total Posts: 5

I’m having performance issues, and I don’t know why.
I have a total of 4 objects loaded:
a default size sphere
a quite large plane
a Trident (the thing that shows the axis)
and a externally loaded awd mdoel

If I keep all the models still, I get about 30 FPS (the max speed of my movie)
If I only rotate the sphere (by hand, for each frame add 1 to rotation in 1 axis), I get something like 5 FPS.

What am I doing wrong here? I’m using wireframe appearances on all the objects, there is no lighting, I’m using the CORRECT_Z_ORDER renderer for the view.

   

zoimt, Newbie
Posted: 02 August 2011 01:24 PM   Total Posts: 3   [ # 1 ]

sry, posted bullcrap. assumed you’re using broomstick because it seems I cannot read…

   

Stephen Hopkins, Sr. Member
Posted: 02 August 2011 09:22 PM   Total Posts: 110   [ # 2 ]

From my experience, correct_z_order runs very slow, when objects are stacked on top of each other in the cameras viewing direction, like so

Camera-> Cube Cube Cube Cube


Unless your objects are like that, not sure what’s wrong.  Try using a different renderer

 Signature 

http://www-scf.usc.edu/~shopkins

   

Bubby4j, Newbie
Posted: 03 August 2011 01:33 AM   Total Posts: 5   [ # 3 ]
Stephen - 02 August 2011 09:22 PM

From my experience, correct_z_order runs very slow, when objects are stacked on top of each other in the cameras viewing direction, like so

Camera-> Cube Cube Cube Cube


Unless your objects are like that, not sure what’s wrong.  Try using a different renderer

Wow, thanks for the suggestion.

It’s amazing how slow the correct_z renderer is!

I tried the INTERSECTING_OBJECTS renderer and it throws a error:
RangeError: Error #1125: The index 8 is out of range 6.
at away3d.core.render::Renderer/createDrawSegment()
at away3d.core.utils::ViewSourceObject/onepointcut()
at away3d.core.filter::QuadrantRiddleFilter/riddleTS()
at away3d.core.filter::QuadrantRiddleFilter/riddle()
at away3d.core.filter::QuadrantRiddleFilter/filter()
at away3d.core.render::QuadrantRenderer/render()
at away3d.core.session::AbstractSession/render()
at away3d.core.session::AbstractSession/render()
at away3d.containers::View3D/render()
at e_Scene1_fla::MainTimeline/away3dloop()

Not sure what intersecting_objects renderer is, but I’m guessing it’s faster then correct_z, and will be better then basic at z orders. Is that correct?

   

Stephen Hopkins, Sr. Member
Posted: 03 August 2011 11:18 AM   Total Posts: 110   [ # 4 ]

Intersecting object renderer performs clipping on intersecting objects to remove artifacts/flickering.

Basic Renderer may also have flickering unless you design the mesh carefully. Change your object3D’s ownCanvas = true. I am not sure, but this might prevent them from sorting with each other, but only within themselves.

 Signature 

http://www-scf.usc.edu/~shopkins

   

Bubby4j, Newbie
Posted: 03 August 2011 01:18 PM   Total Posts: 5   [ # 5 ]

Hm, interisting. I’d like to learn what causes objects to flicker on the basic renderer even when no other things are touching them.

Rotating 5 externally-loaded awd models only gets 11 FPS, on basic, are there more ways to optimize?

   
   

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