Hi,
I finished to wrote a game using m3g technology.
On the emulator, everything works fine with a very good FPS (40)
Although I know it’s on a emulator, i was expecting pretty good performances on a real handset.
But I was surprise to have a FPS of 1 or 2 … (on SE s700)
So I monitored my game and discovered it spends 70% in the Graphics3D.releaseTarget() method.
My game have textured 3d object (overall it has 1500 polygons)
I’d like to know:
- if 1500 polygons is too much for such devise
- tips/trick to optimize Graphics3D.releaseTarget()
- should i use small texture size (I have 1 texture which is 128256) and about 20 textures of 6464
Thanks for your ideas,
Franck