[Papervision3D] Correct Z-Ordering?
echeese
3viLCh33z at gmail.com
Fri Aug 24 16:22:00 PDT 2007
Well, subdividing my mesh doesn't seem like the best idea, meshSort may help,
but I think the best solution would be to switch to Away3D, but even that
doesn't offer the nice RectangleTriangleCuller I've come to love. I can't
decide what graphical glitch I'd rather have in my app: incorrectly sorted
triangles or missing triangles. sigh.
John Grden-2 wrote:
>
> common misconception is that there is an error in the z-sorting. There's
> not. If you tri's are to close together and and to big, then at certain
> angles, they're going to have a sort issue because they're measured, by
> default, from the center AND they're too big.
>
> So, you can help fix this issue by splitting those triangles up by hand in
> your 3D app. This offers you the most CPU friendly solution overall.
>
> You might also try one of the other 3 measurement options for the sort:
>
> DisplayObject3D.MESH_SORT_CENTER
> DisplayObject3D.MESH_SORT_FAR
> DisplayObject3D.MESH_SORT_CLOSE
>
> you set which one you want on each displayObject3D that you create.
>
> do3d.meshSort = DisplayObject3D.MESH_SORT_FAR;
>
> that helped one of my models and fixed it right up, but it's not a fix all
> by any means.
>
> Away3D has corrective z-sorting which works at runtime to help correct
> scenes with primitives or 3D models you might have control over.
>
> On 8/24/07, echeese <3viLCh33z at gmail.com> wrote:
>>
>>
>> Does anyone have a patch that will correct the z-ordering? I can't stand
>> having objects being hidden by something behind it. I don't care about
>> intersecting faces, I just need to get the meshes sorted correctly. What
>> can
>> I do?
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>
>
>
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