[Papervision3D] Optimizing performance: anything else I can do?
Alan Pinstein
apinstein at mac.com
Sat May 9 21:01:20 PDT 2009
Ok, so here's a few things I just tried:
1) I was wondering whether texture size has an effect or not, so I
cloned one of the panos but shrunk it down to 25%. So the texture went
from 3 segments of 2400x910 to 3 segments of 600x228. There was no
difference.
What is somewhat noticeable is the mix of CPU load:
> CPU usage: 57.06% user, 29.75% sys, 13.19% idle
Very high sys load, and some idle time. To me that screams of resource
contention or iowait. However I have confirming with network
monitoring and iotop (dtrace) that there is no IO going on.
Maybe this is a clue... I know that flash *can* get to 100% CPU, so I
wonder where the resource contention is? Anyone have any ideas?
> 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;
2) Tried this before, but I'll try again.
Yikes! This time when I tried it the images got totally messed up,
horrible graphical bugs. Maybe that's why I didn't use it.
On that note, I am using v883. Should I be using trunk or something
else?
Anyway, from all I can tell mipmapping cannot possibly help when using
textures at original size.
> 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
3) From my code:
> _stripes[index].tiled = true;
Sorry, no dice.
Alan
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