[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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