[Sandy] MD2

Thomas Pfeiffer kiroukou at gmail.com
Mon Jun 2 00:16:28 PDT 2008


Well you can still disable backfaceCulling for your tests at first.


Concerning cast3D, I like the idea to support different level of animation
(camera, sound, models, bones etc), but this is not my only vision of
animation in 3D.
Cast3D is still a bit hard to use in my opinion. Nothing wrong here, just my
vision. No no, I really enjoy that addition.

++

2008/6/2 Makc <makc.the.great at gmail.com>:

> On 6/2/08, Thomas Pfeiffer <kiroukou at gmail.com> wrote:
> > Hello Makc,
> >
> > I think the reason is quite simple, normal vectors..
> >
> > Normal vectors are currently used to check face visibility.
> > When your model is animated, you need to correctly update the normal
> vectors
> > of each polygon (at least, the one whois actually  updated).
>
> no it's not because you can see (well, I can) wrong texture patches on
> those triangles.
>
> > I'm going to update that, to gain on several points in sandy trunck soon.
>
> Rright, because afaik it said "done" on todo, when in fact it is not
> done. The way I am using now to update normals slowing everything down
> because m_nLastNormalId just keeps growing.
>
> > Great job, would love to see simple MD2 animation in Sandy :)
>
> I was under impression that your animation vision is cast3d
>
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