[Papervision3D] Correct Z-Ordering?
azupko at zupko.info
Sat Aug 25 09:23:19 PDT 2007
I’m actually working on that project right now – there are some porting issues but I’m pretty optimistic that we can get it working soon. Look for updates J
From: papervision3d-bounces at osflash.org [mailto:papervision3d-bounces at osflash.org] On Behalf Of Dustin Sparks
Sent: Saturday, August 25, 2007 12:06 PM
To: papervision3d at osflash.org
Subject: Re: [Papervision3D] Correct Z-Ordering?
Has that part of Away 3D been looked at enough to be added into papervision? or is there some underlying issue that prevents papervision from using the same corrective z-sorting as away 3d?
On 8/24/07, echeese <3viLCh33z at gmail.com> wrote:
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:
> 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
>> I do?
>> View this message in context:
>> Sent from the Papervision3D mailing list archive at Nabble.com.
>> Papervision3D mailing list
>> Papervision3D at osflash.org
> [ JPG ]
> Papervision3D mailing list
> Papervision3D at osflash.org
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[ Dustin Sparks ]
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