Air 21 Release Today

Software: Away3D 4.x

therealloft, Member
Posted: 10 March 2016 11:43 AM   Total Posts: 63

Air 21 has been released and added a handy new property to the context3d class called totalGPUMemory so i have added it to my build of away3d to display it on the stats panel let me know if any of you want the code.

 

Image Attachments
ss.png
   

veggieman25, Newbie
Posted: 11 March 2016 03:49 AM   Total Posts: 12   [ # 1 ]

Yes, that would be good to have.

 

   

therealloft, Member
Posted: 11 March 2016 06:08 AM   Total Posts: 63   [ # 2 ]

OK here’s the source just use like you would normally of course it only work with air 21 or flash player 21

 

File Attachments
statsupdate.zip  (File Size: 8KB - Downloads: 142)
   

therealloft, Member
Posted: 11 March 2016 06:59 AM   Total Posts: 63   [ # 3 ]

Crazy bench test raspberry with 33 million polys one material with EnvMapMethod attached and lighting, not the worst frame rate with 17 - 30 fps also the spheres are spinning in random directions, but shows the importance of optomisations

 

Image Attachments
Image2.png
   

veggieman25, Newbie
Posted: 13 March 2016 09:10 AM   Total Posts: 12   [ # 4 ]

Found a strange issue, if i debug for android device (tablet) i get a this error

TypeError: Error #1009: Cannot access a property or method of a null object reference.

at away3d.debug::AwayStats/_onTimer()[D:\myTest\away3d-core-fp11-4.1.6\src\away3d\debug\AwayStats.as:778]
at flash.utils::Timer/_timerDispatch()
at flash.utils::Timer/tick()

However if I install the app onto the device it works fine.
There is no error when using the Air Debug Launcher.

 

   

therealloft, Member
Posted: 13 March 2016 10:20 AM   Total Posts: 63   [ # 5 ]

Are you using the latest air sdk 21?

 

   

veggieman25, Newbie
Posted: 13 March 2016 11:25 AM   Total Posts: 12   [ # 6 ]

Yes 21.0.0.176, for both desktop and android tablet, Also I found that the tablet does have issues, sometimes it will work and other times it does not start or crash or hangs on start. Had to go back to the old version. The issue is with this part

private function _onTimer(ev:Event):void
  {
   
// Store current and max RAM
   
_ram System.totalMemory;
   if (
_ram _max_ram)
    
_max_ram _ram;
   
_vram _views[0].stage3DProxy._context3D.totalGPUMemory

_views[0].stage3DProxy._context3D.totalGPUMemory; is null when loading to android

 

   

therealloft, Member
Posted: 13 March 2016 04:01 PM   Total Posts: 63   [ # 7 ]

thats for the reply have to find out why its doing it

 

   

therealloft, Member
Posted: 13 March 2016 04:03 PM   Total Posts: 63   [ # 8 ]

seems for tablets and mobile the rendermode has to be set to “direct” not gpu but will run some test

 

   

veggieman25, Newbie
Posted: 13 March 2016 10:39 PM   Total Posts: 12   [ # 9 ]

That is correct, also android needs <depthAndStencil>true</depthAndStencil>

 

   

Luxion, Newbie
Posted: 12 July 2016 08:13 AM   Total Posts: 2   [ # 10 ]

I also encountered the same error like veggie man 25
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