Hello,
Here I will post what takes the most performance in my scout profiling, so If you can tell me what part of the game should I optimize with it.
I am doing a game for mobile
dont mind the numbers, this is just the functions that have the biggest ms execution time
MeshNode.acceptTraverser (away3dGold.core.partition) 1,595 2% 15,320 20%
AxisAlignedBoundingBox.isInFrustum (away3dGold.bounds) 5,859 7% 7,794 10%
EntityCollector.applyRenderable (away3dGold.core.traverse) 2,369 3% 3,878 5%
CompiledPass.render (away3dGold.materials.passes) 6,993 9% 18,780 25%
Mouse3DManager.updateCollider (away3dGold.core.managers) 97 0% 3,080 4%
RaycastPicker.getViewCollision (away3dGold.core.pick) 272 0% 2,904 3%
I am loading an AWD file and then using the geometry from AWD to create a mesh.
I am using one single Texture, and then I scale and offset UVs to position the texture correctly
When meshes are not visible I make visible=false and also I enable and disable mouseEventListneres where needed and not needed.