[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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