[Papervision3D] Polygon clipping

Peter Kapelyan flashgames at comcast.net
Mon Mar 26 20:03:41 EST 2007


Hey Anthony, 
Really NICE! I wanna play!!! :)
I have been able to play around with "camera.focus" and "camera.zoom" to get far away enough, but close enough, to avoid things like that. Also I don't know if this is a trick but I have used a negative camera focus (and think it may have worked) to make sure even polygons behind the camera are rendered. I have not tried the latest AS3 so I don't know how things like that are handled now.
Then there is some object property I briefly saw but never used, I can't find it...it seemed like an objects own clipping distance, I'll look again, but I haven't tried it...

Also just a footnote if you go around messing with the zoom and focus, you will most likely have to increase the size of the actual terrain (won't affect performance) except that it seems it it using larger numbers to calculate the Z depth, giving you that advantage if you want to battle the camera trying to assume the z depth of one of the cubes (which is giving you those clippings).

Play around a little and you will be amazed!!! I hope :)
-Pete
  ----- Original Message ----- 
  From: Anthony Tambrin 
  To: Papervision3D at osflash.org 
  Sent: Monday, March 26, 2007 8:41 PM
  Subject: [Papervision3D] Polygon clipping


  Hi peeps,

  Is there a quick and easy way to handle polygon clipping? Or even better, does PV3D already do this? 

  I'm currently experimenting on Zelda Windwaker-style shading on PV3D and it works quite wonderfully. Check it out here: 

  http://www.anthonytambrin.com/village/

  However, one problem I noticed is the ground triangles are not drawn when the camera got too close, or, I'm guessing, if one of the vertices falls outside the canvas. You'd notice this easily in the demo above, part of the ground becomes gray-colored. Is there any way of handling polygon clipping with PV3D? 

  Cheers,
  Anthony



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