<html><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; ">Ok, so here's a few things I just tried:<div><br></div><div>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.</div><div><br></div><div>What is somewhat noticeable is the mix of CPU load:</div><div><br></div><div><blockquote type="cite">CPU usage: 57.06% user, 29.75% sys, 13.19% idle</blockquote><br></div><div>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.</div><div><br></div><div>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? </div><div><br></div><div><div><blockquote type="cite"><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; ">Regarding the mipmapping (no, the pv3d team does not want to lead you on a 4 hour wild goose chase), but: <div><div><br></div><div>add this line of code to your initialization:</div><div><br></div><div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; ">BitmapMaterial.AUTO_MIP_MAPPING = <span style="color: rgb(0, 51, 255); ">true</span>;</div></div></div></div></blockquote><div><br></div>2) Tried this before, but I'll try again.</div><div><br></div><div>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.</div><div><br></div><div>On that note, I am using v883. Should I be using trunk or something else?</div><div><br></div><div>Anyway, from all I can tell mipmapping cannot possibly help when using textures at original size.</div><div><br><blockquote type="cite"><div style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space; "><div><div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">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.</span></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; "><br></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; ">Regarding below:</div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; "><br></div><div style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font: normal normal normal 11px/normal Monaco; ">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</div></div></div></div></blockquote><div><br></div><div>3) From my code:</div><div><br></div><div><blockquote type="cite"> _stripes[index].tiled = true;</blockquote><br></div><div>Sorry, no dice.</div><div><br></div><div>Alan</div></div></div></body></html>