Since Blink3D used it, the time that the loop works very quickly according to the fps (frames per second)
is the slower processor may cause decrease in fps. Why? Because the creation of more new instances of objects makes greater demands on memory and not "cleaned" after the used objects. If anything, Clive decided to add the Blink 3D version 118 Garbage Collection and the possibility of calculating the distance between vectors in the method Vector.dist ()
For more information, see the discussion forum
this.oTimestep = new Object ();
this.oTimestep.timestep = function (dElapsedTime , dDeltaTime)
{
vTemp = oScenNode.position;}
is the slower processor may cause decrease in fps. Why? Because the creation of more new instances of objects makes greater demands on memory and not "cleaned" after the used objects. If anything, Clive decided to add the Blink 3D version 118 Garbage Collection and the possibility of calculating the distance between vectors in the method Vector.dist ()
For more information, see the discussion forum
0 comments:
Post a Comment