[Papervision3D] backface culling
Ralph Hauwert
r.hauwert at gmail.com
Wed Mar 12 05:40:23 PDT 2008
I'm not sure what would be best yet (nor have I discussed with the
rest of the team), but I'd feel that the materials should be defined
on the
objects. Something like this would be my initial idea :
displayobject3d.material = myMaterial, would be the default
implementation
Or alternatively you'd be able to set :
displayobject3d.frontmaterial = myFrontMaterial;
displayobject3d.backmaterial = myBackMaterial;
How does that sound to you guys ?
Ralph.
On 12 mrt 2008, at 11:47, EECOLOR wrote:
> Oooh, nice discovery. You are completely correct. I attached the
> modified class.
>
>
> Greetz Erik
>
> On 3/12/08, Terry Corbet <tcorbet at ix.netcom.com> wrote:
>
> Thank you for the DoubleSidedCompositeMaterial class. I try to
> maintain a
> regression test suite of essential functionality between the latest
> SVN code
> from PV, Away and Sandy. For several months, Sandy provided the most
> complete handling of polygons with different appearances on each
> side --
> including the necessary support for 'hit testing' since a mouse
> event might
> be directed towards either 'side' -- and the handling of the different
> effects of any scene lighting as the camera navigates around from
> one 'side'
> to the 'opposite'.
>
> The second most complete support was found in the code from Away.
> With PV,
> I kept wondering when the 'opposite' property was going to turn into
> something. So, a quick test of your class seems to indicate good
> behavior
> in the spirit in which CompositeMaterial was designed. However, I
> had to
> change the access to CompositeMaterial.materials from private to
> protected,
> so that begs the question: Have you asked PV to do that, or
> alternately, is
> PV going to buy in to your implementation as what they intend for
> support of
> two-sided polygon rendering?
>
> <
> DoubleSidedCompositeMaterial
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