[Papervision3D] Have anyone tried this? for auto mip maping optimization
De'Angelo Richardson
dialeoson at yahoo.com
Tue Jul 10 20:32:35 EDT 2007
whoops worng reply...
---- Original Message ----
From: De'Angelo Richardson <dialeoson at yahoo.com>
To: papervision3d at osflash.org
Sent: Tuesday, July 10, 2007 5:30:15 PM
Subject: Re: [Papervision3D] Have anyone tried this? for auto mip maping optimization
I even tried out my own panorama still no good no matter what is done with the auto mip mapping. The uv's are capturing an extra pixel outside of each bitmaps edges all the way around on plane and cube primitive. It's like the uv's are slighly larger than the bitmap no matter what you set auto mip mapping to and it seems lik it centers the material in that larger uv settings.
-De'Angelo
----- Original Message ----
From: De'Angelo Richardson <dialeoson at yahoo.com>
To: papervision3d at osflash.org
Sent: Tuesday, July 10, 2007 3:05:09 PM
Subject: [Papervision3D] Have anyone tried this? for auto mip maping optimization
I just want to know if anyone else have tried this so that I'll know if I should keep this modification or not. I may increase the auto mip mapping speed and also solve the round up issue that caused the cracks in the texture mapping without changing the code to round up.
Move in BitmapMaterial.as:
this.maxU = bitmap.width / width;
this.maxV = bitmap.height / height;
below:
okBitmap.draw( bitmap );
like this:
okBitmap.draw( bitmap );
this.maxU = bitmap.width / width;
this.maxV = bitmap.height / height;
And disable extendBitmapEdges like this:
//extendBitmapEdges( okBitmap, bitmap.width, bitmap.height );
and also inside MovieMaterial.as:
//extendBitmapEdges( tex, mov.width, mov.height );
-De'Angelo
-De'Angelo
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