Show Posts

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.


Messages - Ariel Nehmad

Pages: [1] 2 3 ... 184
1
Bugs / Re: Flare 3d installer error
« on: December 05, 2017, 07:38:23 AM »
That looks like an AIR issue.
Did you installed previously another version of the editor?, if yes, just try to wipe out the previous Flare3D folder from Windows Program Files.

2
Bugs / Re: Context recreating ATF error
« on: November 04, 2017, 12:05:50 AM »
Hi Björn,

Are you using f3d or zf3d files?

Can you check the properties?
Device3D.releaseBytes and Device3D.releaseTextureBitmaps?
When these are true, the engine will get rid of the original data to save memory, thus, when loosing the context it may not be possible to recover.

3
3DMax Exporter / Re: 3d max cannot assign readonly dictionary ?
« on: November 03, 2017, 11:58:13 PM »
Hi there,

Here is an updated version of the plugin.
https://drive.google.com/open?id=0B-aJdfz9_hwfai1BU2lxT2s3UHc

4
Engine Library / Re: Buffer to BitmapData?
« on: July 29, 2017, 12:35:39 AM »
Before drawing, maybe try to clear the context buffer with alpha = 0.0

Code: [Select]
scene.context.clear( 0.0, 0.0, 0.0, 0.0 );

or if you're using the scene's one.

Code: [Select]
scene.clearColor.w = 0.0;

5
Engine Library / Re: Buffer to BitmapData?
« on: July 27, 2017, 07:38:25 AM »
Hi dave, try

Code: [Select]
scene.context.drawToBitmapData(bitmapData);

7
Engine Library / Re: v.2.8.5 commercial version
« on: March 29, 2017, 01:28:01 AM »
Hi Mikkel, sorry for the delay, we'll send the lib to you as soon as possible.

What kind of bugs?, there are actually a lot of differences, specially between zf3d and f3d, but as for the rest, it should be backward compatible.

8
Bugs / Re: quad texture error while scene instantiation
« on: February 15, 2017, 01:05:31 PM »
If you create the scene inside a function, that reference it is likely to be deleted by the garbage collector at some point. Don't do that, create a local class reference instead.
Also if you create the scene on a button click, make sure you're not creating more than one.

10
Engine Library / Re: find 2.8.5 commercial version
« on: February 15, 2017, 01:01:23 PM »
Sorry for the delay, the latest version has been sent to you via email.

11
IDE and Tools / Re: performance of material drawing in SkinModifier
« on: June 02, 2016, 10:39:38 AM »
About the first one, just setting the mesh.bounds = null; will disable any flare3d visibility computations, but as you said, after that, is up to you to define what's visible and what's not...as the engine will have no clue ;)

About the second one...keep in mind that inside the skin draw there is also the cost of the actual draw call and sending the buffers to the GPU.
If you're drawing many skinned meshes, makes sense that it takes some considerable time, otherwise, it shouldn't take that much of a CPU time either...as the heavy part of the skinning is mostly done in the GPU.

12
IDE and Tools / Re: performance of material drawing in SkinModifier
« on: May 29, 2016, 02:23:06 PM »
Hi Josh, you can try calling mesh.upload() after the model is loaded, that way you can force it to upload all the necessary resources to the GPU before start rendering.

13
The new material must have a skin transformation as well in order to be used as a skinned material.

var texShader:Shader3D = new Shader3D(name, filters, true, Shader3D.VERTEX_SKIN);

Just as a side note....be careful when creating materials and loading textures....if you don't delete the previous ones, you're going to run out of GPU memory eventually.

14
General Discussion / Re: Dispose Help
« on: April 17, 2016, 06:48:36 AM »
Hi Chris,

Those ships may not only be sharing their material but also buffers and textures.
So, you don't need to dispose those, just removing those from the hierarchy is enough for the GC to collect and get rid of those in terms of RAM...although it would be better to add those into a pool for later use if necessary.

If you want to release its GPU resources, call download instead, but if any other ship is sharing some resources it will upload those again...which is a waste of time.

So, unless you really want to destroy something (because you're reaching all the gpu memory), it may be better to call scene.freeMemory() between levels / scenes / maps just to get rid of the remaining stuff and doing all at once.

15
I sent this to the right person, they should be in contact with you as soon as possible.

Pages: [1] 2 3 ... 184