[Papervision3D] Z sorting issue
kayo.online at gmail.com
Mon Dec 22 09:38:54 PST 2008
Thanks for the post
John Grden wrote:
> yeah, like I said in that post I sent you, you're likely to be better
> off doing your own tessellation in a 3D app. some of the issues I saw
> were the really tall tri's - you could start with just splitting those
> in half to reduce their size.
> On Mon, Dec 22, 2008 at 9:57 AM, Kayomarz <kayo.online at gmail.com
> <mailto:kayo.online at gmail.com>> wrote:
> Thanks for replying.
> I tried the quadrantrenderer. Although it renders beautifully,
> the performance impact is too high to use it.
> John Grden wrote:
> On Mon, Dec 22, 2008 at 7:00 AM, Ralph Hauwert
> <r.hauwert at gmail.com <mailto:r.hauwert at gmail.com>
> <mailto:r.hauwert at gmail.com <mailto:r.hauwert at gmail.com>>> wrote:
> Try using the quadrantrenderer instead of the basicrenderer and
> see how performance holds.
> On Thu, Dec 18, 2008 at 6:09 PM, Kayomarz
> <kayo.online at gmail.com <mailto:kayo.online at gmail.com>
> <mailto:kayo.online at gmail.com
> <mailto:kayo.online at gmail.com>>> wrote:
> Please can anyone suggest how to solve the z indexing /
> layering issue for this model:
> If each part is given its own viewport layer, how
> should the
> layerindex be calculated dynamically for each layer? Will
> appreciate any suggestions. I've tried various things
> any success.
> Kayomarz wrote:
> I'm facing Z sorting issues for my application and am
> unable to solve it since many days. I will greatly
> appreciate any help.
> Sorry the mail is long but please do read it if you
> help me for this z sorting issue.
> Here is the application:
> The application is a camera (not to be mixed with
> camera) . Each part of the camera is a separate
> To avoid the z indexing artifact of the random
> a separate viewport layer is used for each part.
> The device, consisting of the different parts are
> stationary in 3D and the rotation that you see when the
> mouse is moved is achieved by changing PV3D's camera's
> pitch/yaw (and the light source follows the camera to
> achieve the desired lighting)
> As an example of the problem, you can see, that at some
> angles, the "Shutter Release Button" goes below the
> of the camera.
> The problem is that I'm unable to find correct
> method to
> calculate the value of "layerIndex" for each part.
> Currently the value of "layerIndex" is based on the
> distance between PV3D's camera
> and the tiny central white sphere that is added (as a
> child) to each part. (The center of each part is
> represented by a tiny white sphere)
> Maybe this approach isn't the right one, but it's
> the best
> I could come up with.
> This below line is executed for each part and for each
> frame (inside onRenderTick of the BasicView)
> layer.layerIndex = 10000 -
> displayPart3D - is an individual part that you see
> or red in color)
> layer - is the layer corresponding to the current
> _basicView - is an instance of BasicView
> getObjectCenter() - Gets the tiny white sphere at
> the 3D
> center of the current part.
> Will greatly appreciate any help or suggestions.
> Thanks and regards,
> - Kayo.
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