[Papervision3D] Games and Stories AND clipping

Carlos Ulloa c4rl054321 at gmail.com
Fri Dec 29 05:19:06 EST 2006


Hey fiver,

http://www.roanesky.com/swf/test.html
>
> If I don't let the camera move much, everything seems fine. CLICK on the
> left building and it
> makes the camera float... look at the ground plane. What would cause this?
> If I up the face count
> any more, it drags the frame count down considerably. I must be missing a
> trick or something.


That's the classic floor problem. What happens is that some vertices are
behind the camera, and when that happens the attached triangles don't get
rendered. Linear mapping is particularly bad for floors. That's why Ralph
doesn't think is a good idea to go for a Mario Kart type of game.

Ideally you want the floor plane to have more segments as it gets close to
the camera, so the triangles that dissappear are smaller and the distortion
is also decreased. Realtime tessellation would be great to have here, but
that's still far down the line.

I worked on a very similar game called g-police that had the same problems.
The floor was a special type of object that had more triangles where it was
close to the camera. But because of those calculations, the viewing distance
had to be reduced and a lot of people didn't like that :)

C4RL05
// noventaynueve.com
// papervision3d.org
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