[Papervision3D] problem with 3DSMAX Collada export

Slopester slope at slopester.com
Fri Jan 29 06:25:52 PST 2010


massive difference - very nice
  ----- Original Message ----- 
  From: Grégory Lardon 
  To: papervision3d at osflash.org 
  Sent: Friday, January 29, 2010 2:01 PM
  Subject: Re: [Papervision3D] problem with 3DSMAX Collada export


  thank you for that idea.

  Well, this morning i saw that i was using the PV3D for FP9.
  I found some posts about my problem, talking about a patch for FP10.

  Now i use the FP10 branche and it runs better.
  With some optimizations on the tunnel collada model, now we have something cool.

  you can watch the work in progress:  
  http://rkn14.com/public/13h/tunnel4/TestTunnel1.html

  gregory


  2010/1/29 John Brookes <jbpv3d at googlemail.com>

    If your going to use material.precise dont give your cylinder any subdivisions  for the height (length as you look down it).

    You can create a long cylinder with subdiv Axis 16 and subdiv Height 1. Set material to precise and tile your image maxV =64 whatever.

    If its a never ending tunnel and your swapping the mesh thats behind the camera to the end of the tunnel use two textures, use precise on the nearest and set the far ones to normal. 

    just a thought ;)



    On 29 January 2010 00:14, Mark I. Ross <nospam at therossman.org> wrote:

      Too bad... It looked kinda badass how it was, even.  Put a 2d image over top of that, to mask out the glitchy parts and still might be save-able.  food for thought!

      :)


      Grégory Lardon wrote: 
        thank you for that precision.
        I have tried. Performance is better, but i loose too much quality on the textures...

        unfortunately i have to finish that work, ... in 2D like my client was asking me to do it.

        Thank you all for your help !

        gregory


        2010/1/28 Mark I. Ross <nospam at therossman.org>

          You can set the pixelPrecision on a "precise" material to try and achieve a good tradeoff between performance and quality.
          if you set to pixelPrecision=1 it will try and map out the pixels as Accurately as possible; higher values == lower quality but better performance.  I think the default is 4?  Maybe push it up to 8, or 16?

          The other option is to cut in a few more polys in your collada in 3ds, i think this will help PV3D but not as much as precise.

          There are many options you just have to find the one that suits for your case!

          Cheers,
          mark

          Grégory Lardon wrote: 
            Yes ! 
            With precise = true the problem disappear !
            ........ but a new one, a bigger one comes.....
            framerate down to 3FPS :(


            i remember now why i had stop coding a 3D game in PV3D 2 years ago...


            thanks


            gregory


            2010/1/28 <nospam at therossman.org>


              wait till your collada loads, then go through the materialslist and set
              all the materials to precise=true, perhaps?





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  -- 
  /* ============================
  * Grégory Lardon
  * Concepteur multimédia freelance
  * http://www.rkn14.com/
  * gregory.lardon at gmail.com
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