[Papervision3D] Best way to create a ground
Volker F.
BrasilBrasil at gmx.net
Sat Aug 22 14:29:37 PDT 2009
Project -> Properties -> Flex Library Compiler -> Additional Compiler
Arguments
-define=CONFIG::flash10,true
I use this patch too. Thank you very much to Alan for his work.
Will there be a increase in texture perfomance with PapervisionX? I think
not.
Volker
Guillaume Dobbels wrote:
>
> Hi Alan,
>
> Your patch looks very usefull for me but don't know how to define
> flash10 variable in Eclipse with flex builder plug-in...
> I try with .actionScriptProperty without result.
> Where can I define it ?
>
> Regards,
>
> Guillaume
>
> Le 1 juil. 09 à 16:17, Alan Pinstein a écrit :
>
>> Cool!
>>
>> Actually I think there might be a more recent patch... (attached)
>>
>> Yeah, I recently re-did the patch to work more seamlessly with
>> existing PV3D infrastructure.
>>
>> You need to compile the lib (or src) with "-define=flash10,true".
>>
>> For your project, you'll need to build 2 versions, one for Flash9
>> and one for Flash10. We use "-define= flashTargetVersion,10" to
>> target the proper version and set precise as appropriate for each
>> version.
>>
>> if (CONFIG::flashTargetVersion == 9)
>> {
>> // On Flash 9 we need to enable emulation of perspective-
>> correct texture mapping
>> this.precise = true; // reduces speed by ~40%;
>> improves texturemapping for triangles at an angle to camera (edges
>> of the pano). overall this is worth speed hit b/c often we have a
>> wide viewer which exaggates the effect fixed by "precise"
>> this.precision = 8; // threshold for whether to
>> draw extra triangles
>> }
>> else if (CONFIG::flashTargetVersion == 10)
>> {
>> // On Flash 10, we need to only turn on pricision and use our
>> custom Flash 10 graphics.drawTriangles() method for achieving
>> perfect perspective correction at high speed.
>> this.precise = true;
>> this.precisionMode = PrecisionMode.FLASH_10;
>> }
>>
>>
>> <pv3d-flash10.patch>
>>
>>
>> Enjoy!
>>
>> Alan
>>
>>
>> On Jul 1, 2009, at 10:06 AM, Damien Pegoraro wrote:
>>
>>> I just tried your BitmapF10Material patch. It works great (just
>>> have to think to set precise to false) . the rendering is fast and
>>> very clean.
>>>
>>> That's a really great work ! Thank you !
>>>
>>> Damien (waiting for PapervisionX)
>>>
>>>
>>> Alan Pinstein a écrit :
>>>> You can drop your segments very low if you use precise.
>>>> Precise=true dynamically adds triangles as needed.
>>>>
>>>> I also have written a patch for Papervision's BitmapMaterial that
>>>> uses Flash 10's drawTriangles() method which provides precise
>>>> texturemapping at very high speed. You can see a recent thread on
>>>> this list with many more details on that topic.
>>>>
>>>> Alan
>>>>
>>>> On Jul 1, 2009, at 5:03 AM, Damien Pegoraro wrote:
>>>>
>>>>> Thanks for the reply, i had not thought about playing with
>>>>> precise value !
>>>>>
>>>>> With precise on, the render is absolutely perfect but the
>>>>> number of triangles is always very high by default.
>>>>>
>>>>> I didn't knew the pixelPrecision property. Maybe setting this
>>>>> value properly with a precise texture is the best solution i can
>>>>> find. The first result are quite good !
>>>>>
>>>>> One strange thing ( maybe an issue ) :
>>>>>
>>>>> -------
>>>>> trace ( material.pixelPrecision ) outputs 8 => triangles on
>>>>> scene : 1200 ;
>>>>> -----------
>>>>> material.pixelPrecision = 8 ;
>>>>> trace ( material.pixelPrecision ) outputs 8 => triangles on
>>>>> scene : 700;
>>>>> --------
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> Peter Velichkov a écrit :
>>>>>> Try material.precise = true;
>>>>>>
>>>>>> Cheers,
>>>>>> Peter
>>>>>>
>>>>>>
>>>>>> ----
>>>>>> web: http://www.creonfx.com
>>>>>> blog: http://blog.creonfx.com
>>>>>> skype: peterv-at-work
>>>>>> twitter: http://twitter.com/pvelichkov
>>>>>>
>>>>>> babeuf wrote:
>>>>>>> Hello everybody, i'm Damien , flash coder from France.
>>>>>>> My question is the following : what is the best way and what
>>>>>>> are the tips to
>>>>>>> create a ground with a large textured plane for a a pv3d game.
>>>>>>> I m searching for long now but i can't find a really good
>>>>>>> compromise.
>>>>>>> If i use a detailed plane (30x30 segments ) the rendering is
>>>>>>> correct but
>>>>>>> the number of triangles is pretty high and FPS drops down. If
>>>>>>> i use a less detailed plane ( 20x20 segments ), the number of
>>>>>>> triangles
>>>>>>> really drops down and FPS is good, but the straights lines on
>>>>>>> my texture
>>>>>>> don't look straight anymore.
>>>>>>> What are the tips to optimize a large plane preserving most of
>>>>>>> the quality ?
>>>>>>> Thx !
>>>>>>
>>>>>> _______________________________________________
>>>>>> Papervision3D mailing list
>>>>>> Papervision3D at osflash.org
>>>>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>>>>>
>>>>>>
>>>>>
>>>>>
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>>>>
>>>>
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>>>
>>>
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