[Papervision3D] Another AS2 revision
Carlos Ulloa
c4rl054321 at gmail.com
Mon Dec 11 06:09:18 EST 2006
Cool, so what about something like this:
core.MaterialObject3D
materials.
. BitmapMaterial
... MovieMaterial
...... AnimatedMovieMaterial
......... VideoMaterial
C4
On 11/12/06, John Grden <neoriley at gmail.com> wrote:
>
> awesome Carlos ;)
>
> Yeah, I could see doing that with the materials and splitting them out
> by type (swf, bitmap, wireframe/null) - is that what you were
> thinking?
>
> right now, I think Material3D is already at a point where if we went
> any further, it'd be borderline kludge. I think it'd be much easier
> to manage / debug as well.
>
> On 12/10/06, Carlos Ulloa <c4rl054321 at gmail.com> wrote:
> > Hello,
> >
> > On top of yesterday revision with a more flexible Material3D, this new
> > revision includes:
> >
> >
> > CAMERAS
> >
> > New cameras package. This is the only change that will stop your code
> from
> > compiling. The Camera3D class is now located in
> org.papervision3d.cameras
> > and you have to import it.
> >
> > import org.papervision3d.cameras.*;
> >
> > There are two cameras now: Camera3D and FreeCamera3D, so the major
> > difference is that now you use FreeCamera3D instead of a Camera3D with
> null
> > target. I think it makes sense this way, and it provides room for
> expansion
> > when new cameras are made in the future. Those cameras are going to be
> very
> > useful for working with more complex environments.
> >
> > IMO this structure will also work great for a lights package, with a
> > LightObject3D superclass. This way the package structure makes sense to
> the
> > end user and is also easy to pickup for developers that want to tweak
> it.
> > Maybe Material3D could follow the same path, so we could have different
> > Material3D classes. Any thoughts on this?
> >
> >
> > UV MAPPING
> >
> > Fixed a really nasty bug on the uv texturing code that was dividing by
> zero
> > when projecting over certain axes. Going back to the uv mapping code
> doesn't
> > happen very often, so it was a good idea to implement the new NumberUV
> class
> > while I was there.
> >
> > As a side benefit, the textured triangle render code has been optimized
> by 4
> > multiplications, two local Number variables and one Matrix construction.
> > This is the most critical code and every little makes a difference. This
> > changes are internal and won't affect any previous code.
> >
> >
> > This changes are currently only in the AS2 version, which is currently
> (and
> > for historic reasons) the leading version. At some point we'll switch to
> > leading on AS3, (and eventually stop further AS2 development).
> >
> > As usual, you can get it from the svn:
> > http://svn1.cvsdude.com/osflash/papervision3d
> >
> > Cheers,
> >
> > C4
> > // noventaynueve.com
> > // papervision3d.org
> >
> > _______________________________________________
> > Papervision3D mailing list
> > Papervision3D at osflash.org
> > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
> >
> >
> >
>
>
> --
> [ JPG ]
>
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