1
Support / Re: 110-160mb mem usage??
« on: October 24, 2012, 11:09:25 am »
Alrighty. Thanks
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Just omit that call. For complex objects, it runs really long for almost no gain on current hardware. If you are compiled object, it's pointless anyway.
What do you mean with "only supports 100 Object3D instances"? There's no limit...what happens if you use more than that?
That's what the wiki is for. It has a code snippets section on the main page. If you want to contribute, i can create an account for you.
The merging doesn't care about rotations and translation until you make them permanent. Try to add tiles[y].rotateMesh() and tiles[y].translateMesh() in your loop to make them permanent.
The easiest thing might be to take your already existing tiles and merge into one large object by using Object3D.mergeAll(..). You can't modify them individually after that, of course...
- removed
You can just read through the map file and for each entry create a tile in the appropriate location. For example you can decide to have the first tile at 0,0(with arbitrary z value) then when you read the next tile you can place it at like 50,0 then 100,0 and make them have a width of 50. At some point then you also want to make the rows start going down so then you reset the x to 0 and increment the y and then continue incrementing the x again.
e3d, are you asking how to make a 96X96 tile board with each tile represented by a plane with a custom texture based on a map file?