c4rl054321 at gmail.com
Fri Nov 17 05:44:25 EST 2006
The Z-Sorting I'm using is a very simple painters algo, that actually uses
Array.sortOn on the average Z of each face.
I try to avoid pixel-by-pixel rendering, as it would be too slow, probably
even on AS3. In order to get the highest possible performance I think it's
better to subdivide your objects to suit them to the engine's capabilities,
instead of the opposite. I worked in PlayStation development many years ago,
and there was a lot of awkward modeling and texturing to avoid the system
Until we have more processing and rendering power, I think that's the best
way to go.
On 13/11/06, Tim Knip <tim.knip at gmail.com> wrote:
> Can't wait!
> Was wondering btw what z-sorting techniques Papervision uses?
> Have been looking at several Flash 3D engines, but most do simple
> Z-averaging per face (painters-algo). Will do for simple objects, but not
> for say houses (where difference in face-size is high). Have been looking at
> Z-buffer myself some time ago, and it works, but Z-buffer has problems of
> its own (cpu-overcooking, anti-aliasing etc.).
> Papervision3D mailing list
> Papervision3D at osflash.org
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