amerkoleci Posted April 14, 2014 Share Posted April 14, 2014 Hi,I have same scene and when i run it into chrome it runs at 60 FPS into Firefox it starts with 60 FPS and after drops too 8,9 FPS, Is this issue related to browser or code, anyone met any performance drops on firefox? Thanks Quote Link to comment Share on other sites More sharing options...
Maxence Posted April 14, 2014 Share Posted April 14, 2014 Hi, I have tried with some babylon.js demos and everything seems to be all right.Sometimes FPS fall down to 50, but it rises to 60 immediately. Is it possible for you to make an exemple that we can try ? Like a jsFiddle, thus we can compare with your result. Thanks. Quote Link to comment Share on other sites More sharing options...
amerkoleci Posted April 14, 2014 Author Share Posted April 14, 2014 This is the code i'm using:// Get the Canvas element from our HTML belowvar canvas = document.getElementById("renderCanvas");// Load BABYLON 3D engine and set the root directoryvar engine = new BABYLON.Engine(canvas, true);//Create a new scene with a camera (mandatory), a light (better) and a sphere (to see the origin)var scene = new BABYLON.Scene(engine);scene.ambientColor = new BABYLON.Color3(1, 1, 1);// Creating a camera looking to the zero point (0,0,0)var camera = new BABYLON.ArcRotateCamera("MainCamera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene);//var camera = new BABYLON.FreeCamera("MainCamera", new BABYLON.Vector3(0, 5, -20), scene);// Creating a omnidirectional lightvar light0 = new BABYLON.DirectionalLight("Omni", new BABYLON.Vector3(0, -1, 0), scene);var material = new BABYLON.StandardMaterial("Mat1", scene);var box = BABYLON.Mesh.CreateBox("origin", 1, scene);material.diffuseTexture = new BABYLON.Texture("Assets/texture/10points.png", scene);material.emissiveColor = new BABYLON.Color3(1, 1, 1);box.material = material;// Attach the camera to the scenescene.activeCamera.attachControl(canvas);var objectCount = 0;for (var i = 0; i < 30; i++) { for (var e = i; e < 30; e++) { var clone = box.clone(); clone.position.x = (e - i * 0.5) * 1.01 + 7; clone.position.y = 0.5 + i * 1.0; clone.position.z = 3.0; }}// Once the scene is loaded, just register a render loop to render itengine.runRenderLoop(function () { scene.render(); window.document.title = BABYLON.Tools.GetFps().toFixed() + " fps , active=" + scene._activeMeshes.length;}); Quote Link to comment Share on other sites More sharing options...
Maxence Posted April 14, 2014 Share Posted April 14, 2014 I made a jsFiddle to find a solution, I cannot load any texture from the JSfiddle (and i haven't got your texture). But FPS is always up to 60. Could you please try your scene without your texture ? May be the problem comes from the texture (it's the only difference between our scenes). I give you the JSFiddle if you want to try it by yourself. http://jsfiddle.net/MaxenceBrasselet/22TFv/8/ Hope it can be helpful. Quote Link to comment Share on other sites More sharing options...
amerkoleci Posted April 14, 2014 Author Share Posted April 14, 2014 WIthout textures is 60 FPS, so what can be the textures issue? Quote Link to comment Share on other sites More sharing options...
Maxence Posted April 15, 2014 Share Posted April 15, 2014 Hi, Sorry but i have no idea for now. Could you please give us the picture of your texture ? thus we can try to load it and look if FPS drop down. You can also try with another texture file in order to try if the problem comes from your first texture. Quote Link to comment Share on other sites More sharing options...
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