Closed Crauzer closed 3 years ago
Hmm... I've never created a test that exports that many animations, so there's probably some redundancy inside the library.
Do you have public source code that I can use for testing?
Btw, if you're converting some other format to glTF, I would suggest to use the Toolkit's SceneBuilder, it has a somewhat different API, but it's more comfortable to use when you're used to it.
This is my library that works with some file formats from a game.
There is a project in there that has the code relevant to this issue.
These are the files you will need for testing: TestingFiles.zip
Only thing you will need to change is where the animations are being loaded from.
Well... it seems it's going to be quite complex, so I'll try to take a look at it anytime this week
I'm bundling together a glTF file that includes a rigged model and a lot of animations (around 60).
This is the code that performs extremely poorly:
I've debugged this issue and came to the conclusion that the time it takes to execute a loop increases with the number of animations already added.
The first animation takes around
50ms
to create. After 10 loops the time increases to around1300ms
. Note that the size of the animations being converted does not increase.I haven't debugged the internal code of the library yet, so I cannot conclude what exactly is taking so much time to do.