[Papervision3D] Rev 212: MaterialRestructor Branch ready for testing

John Grden neoriley at gmail.com
Thu Aug 23 06:02:11 PDT 2007


Cool thanks Mike!  let me know what you think.  I'd really like to get the
new branch merged with the trunk if everyone's on board

On 8/23/07, Mike Mountain <mike.mountain at gmail.com> wrote:
>
> ooh no - didn't do that...didn't see a link to a new branch, will take a
> look.
>
> M
>
> On 8/23/07, John Grden < neoriley at gmail.com> wrote:
> >
> > Hey Mike, just to make sure - you synced with the new materials branch
> > and switched your class path to use that - yes?
> >
> > On 8/23/07, Mike Mountain < mike.mountain at gmail.com> wrote:
> > >
> > > Hmmm still breaking with:
> > > TypeError: Error #1009: Cannot access a property or method of a null
> > > object reference.
> > >     at org.papervision3d.materials::MovieMaterial$iinit()
> > >     at main/::init3D()
> > >     at main$iinit()
> > >
> > > I'm creating all the materails as named and not using any init object
> > > - once again reverting to build 205 fixes the issue.
> > >
> > > M
> > >
> > > On 8/23/07, John Grden <neoriley at gmail.com> wrote:
> > >
> > > >  PreciseBitmapFileMaterial was also added.
> > > >
> > > > On 8/23/07, John Grden < neoriley at gmail.com> wrote:
> > > > >
> > > > > Notes:
> > > > > main materials and Interactive materials have all been updated and
> > > > > fixed.  initObject is no longer in the api.  The docs have been updated with
> > > > > the latest changes and should reflect all the new changes.  The new Docs are
> > > > > in the new Branch.
> > > > >
> > > > > The real changes are in strict typing the properties you pass in
> > > > > the constructors and the loss of initObject as an arbitrary/dynamic object
> > > > > you can pass in the constructor.  If you need to set anything else on the
> > > > > object, you need to do it outside of the constructor - which is ultimately
> > > > > faster on the CPU anyway.  I included the main properties you would want to
> > > > > pass - at least the ones that seemed pertinent to the creating of the
> > > > > resulting bitmapData object.
> > > > >
> > > > > This ended up going very smoothly and the nice thing is, we've
> > > > > fixed some double calls to createBitmap() etc.  It's cleaner and we're not
> > > > > relying on super constructor calls down the chain.  Makes everything much
> > > > > more flexible to work with.
> > > > >
> > > > > I was able to maintain the ability to set the texture property on
> > > > > a material to cause it to recreate the bitmap etc.  But this is something I
> > > > > didn't have time to test.  If someone could test changing a texture of a
> > > > > material at runtime, that'd be hot.
> > > > >
> > > > > PreciseBitmapMaterial - I went ahead and added 3 new ones:
> > > > >
> > > > > PreciseBitmapAssetMaterial
> > > > > PreciseMovieAssetMaterial
> > > > > PreciseMovieMaterial
> > > > >
> > > > > and an Interface for Precise materials:
> > > > >
> > > > > IPreciseMaterial
> > > > >
> > > > > I'll add more after we have the community test all of these
> > > > > materials.
> > > > >
> > > > > SO, Please, sync with the new branch and test your applications
> > > > > accordingly and let us know if you find any issues.  I also added demo files
> > > > > for nearly all of the non-interactive materials in the examples folder
> > > > >
> > > > > Thanks for your patience everyone - the sooner we get people
> > > > > reviewing this branch, the sooner we can apply it to the trunk
> > > > >
> > > > > John
> > > > >
> > > > > --
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> > > >
> > > >
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