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	<title>SIGMA::BLOG &#187; joe sc</title>
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	<link>http://www.sigmagroup.com/blog</link>
	<description>Full service advertising agency</description>
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		<title>Papervision Optimization</title>
		<link>http://www.sigmagroup.com/blog/archives/590</link>
		<comments>http://www.sigmagroup.com/blog/archives/590#comments</comments>
		<pubDate>Tue, 03 Mar 2009 14:19:51 +0000</pubDate>
		<dc:creator>JSchorn</dc:creator>
				<category><![CDATA[Best Practices]]></category>
		<category><![CDATA[Web Design/Development]]></category>
		<category><![CDATA[3D API]]></category>
		<category><![CDATA[Application programming interface]]></category>
		<category><![CDATA[flash developer]]></category>
		<category><![CDATA[Flash Player]]></category>
		<category><![CDATA[FrameRipper]]></category>
		<category><![CDATA[joe sc]]></category>
		<category><![CDATA[joe schorn]]></category>
		<category><![CDATA[John Grden]]></category>
		<category><![CDATA[Multimedia]]></category>
		<category><![CDATA[Papervision 3D]]></category>

		<guid isPermaLink="false">http://www.sigmagroup.com/wordpress/?p=590</guid>
		<description><![CDATA[If you&#8217;ve dabbled at all with Papervision yet, you may have already seen small wisps of smoke coming from your processor, as have I.  I’m having a love-hate relationship with Flash player. Flash player does not yet live up to the potential that 3D APIs such as Papervision have to offer. I am ready, willing [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;ve dabbled at all with <a href="http://blog.papervision3d.org/" target="_blank">Papervision </a>yet, you may have already seen small wisps of smoke coming from your processor, as have I.  I’m having a love-hate relationship with <span class="zem_slink"><a title="Adobe Flash Player" rel="wikipedia" href="http://en.wikipedia.org/wiki/Adobe_Flash_Player" target="_blank">Flash player</a></span>. Flash player does not yet live up to the potential that 3D APIs such as Papervision have to offer. I am ready, willing and able to use many of the wonderful features that the Papervision Team has added, such as shaders; but when it comes to practical implementation, I&#8217;m always faced with the limitations of Flash player and the processor. To keep us on good working terms, Optimization is key.<span id="more-590"></span></p>
<p>I recently took an online course with <a href="http://rockonflash.wordpress.com/" target="_blank">John Grden</a> of the Papervision Core Team, and added a whole bunch of optimization strategies to my bag of tricks. The class was offered at the <a href="http://www.richmediainstitute.com/" target="_blank">Rich Media Institute</a>.   John is an awesome teacher, and I highly recommend the class if it comes up again. It&#8217;s a lot to follow online, but the modules are available for 30 days after the class.  Here are a few helpful strategies that I picked up from John’s course:<strong></strong></p>
<ol>
<li><strong>STAGE QUALITY.</strong> Set it to Low or even Medium if possible. High will kill the processor.</li>
<li><strong> MIPMAPPING. </strong>Keep your texture width and height divisible by 2 (such as 128/256). Avoid odd numbers or decimals and smoothing comes for free.</li>
<li><strong>VIEWPORTS.</strong> Keep them as small as possible. And do not apply filters to Viewports.</li>
<li><strong> BITMAPS vs. MOVIEASSETMATERIALS.</strong> Use bitmaps if possible. MovieAssetMaterials, even if they are not animated, cost more.</li>
<li><strong>TIMER.</strong> Try using a timer for your render loop. It can save you precious processing power. But it won&#8217;t play well with timeline animations on your textures.</li>
<li><strong>ANIMATION.</strong> Set the <span class="zem_slink">animation</span> Boolean on MovieAssetMaterials to False when the animation has ended.  Keep animated material as small as possible.  Non-animated materials may be bigger.</li>
</ol>
<p>John also included a highly useful FramesRipper class in the <span class="zem_slink">source code</span> for the course, which I&#8217;ve already found useful for a project. It basically takes a movie clip and turns the frames into bitmaps that are stored in an array. The class includes methods for playing the ripped frames just like you would a timeline. If you have a MovieClip with lots of filter tweens or other elements that are taxing the processor, this class works like a charm. The FramesRipper class alone is well worth the price of admission.</p>
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