About the help, contact me [email protected] and we can discuss it. I really could use some help!
On Sun, Jan 18, 2009 at 12:00 AM, Li <[email protected]> wrote: > Thanks G, fixed. > > > On Sat, Jan 17, 2009 at 11:49 PM, G. <[email protected]> wrote: > >> >> I'm always up to give a hand, but as long as I'm helpul, so if I can, >> it will be with pleasure :) >> >> seems that there is a problem with the calculateOrientationXY method >> when the character is a space :s >> >> On 18 jan, 02:15, Li <[email protected]> wrote: >> > Sure! >> > >> > Let me know if you want to participate in the core of the development. >> > >> > >> > >> > On Sat, Jan 17, 2009 at 11:10 PM, G. <[email protected]> wrote: >> > >> > > I see... and that's also why there were some angles where the extrude >> > > materials become transparents I guess... >> > > anyway don't forget to keep me aware of the evolutions >> > >> > > On 18 jan, 00:02, Li <[email protected]> wrote: >> > > > Well, all this makes sense. But... >> > >> > > > As I said before, we need to experiment with shape primitives a bit >> more >> > > > before deciding which is the best way to incorporate them in the >> > > framework. >> > > > A shape primitive is different from a face primitive in that it can >> have >> > > > much more than 3 vertices, besides from containing different ways to >> > > > concatenate them. Given that the engine is designed to work with >> > > tri-faces, >> > > > this makes shape primitives come into conflict at particular >> situations. >> > > > With this, I'm reconsidering a complete re-structuring of the branch >> > > right >> > > > now. Perhaps an extension of the core face element that supports >> curved >> > > > sides, I dont know... There is a lot to experiment before advancing, >> but >> > > the >> > > > inflection point is close. An implementation like that would indeed >> be >> > > very >> > > > powerful. >> > >> > > > On Sat, Jan 17, 2009 at 6:37 PM, G. <[email protected]> wrote: >> > >> > > > > Well, >> > >> > > > > I started using 3D with Five3D, and I spent some times on the >> > > > > different classes. I think Mathieu Badimon's philosophy on his >> > > > > framework is actually the best and that it would have to be the >> > > > > starting point of the developement of the branch, as you did. >> > >> > > > > concerning the options, I think that the best solution would be to >> mix >> > > > > the two : from one point keeping the Away3D chain and >> create/redesign >> > > > > classes so the branch would be the closest possible to the >> > > > > ActionScript API. >> > >> > > > > Basically, and in regard to my experiments, and from a user's >> point of >> > > > > view, I would see something like this: >> > >> > > > > - making the actual Shape3D class become a Graphics3D class, I >> mean >> > > > > giving it the same functionalities as the Graphics class. >> > > > > - making a Shape3D class which would basically be a wrapper for >> vector >> > > > > shapes, with x, y and z coordinates (and maybe rotationX, >> rotationY, >> > > > > rotationZ, though it's not really important for a start unlike x, >> y >> > > > > and z coordinates) >> > > > > - making a Sprite3D class a part of the actual chain, but with the >> > > > > ability to add Shapes and other Sprites as children, and maybe >> have >> > > > > something like the actual Sprite class in the API: a graphics >> getter/ >> > > > > setter (and Sprite being a mesh and not only a container would be >> the >> > > > > best) >> > >> > > > > with that i think that the branch would have a solid basis and the >> > > > > maximum flexibility. I've seen during my experiments with the >> > > > > TextField3D primitive that designing the text letter by letter >> first >> > > > > opens to more possibilities (such as spotting an expression, or >> > > > > changing some words' font, isolating some words/expressions and >> being >> > > > > able to act on it as a group, like changing its z property or make >> > > > > some rotations) and is also faster with less code (and drawing the >> > > > > text content word by word is even faster but it reduces the >> > > > > possibilities). >> > >> > > > > what are you thinking about it? >> > >> > > > > Peace >> > > > > G >> > >> > > > > On 17 jan, 19:52, Li <[email protected]> wrote: >> > > > > > G, >> > >> > > > > > When I started designing the textfields branch, I tried to >> reproduce >> > > the >> > > > > > Shape, Sprite, etc chain in the Actionscript API, but in 3D. Of >> > > course, I >> > > > > > started by making it functional as simple as possible with the >> idea >> > > of >> > > > > > extending it in the future so that it behaves just as that chain >> > > does. I >> > > > > was >> > > > > > inspired to do this by Mathieu Badimon's Five3D engine. It >> functions >> > > just >> > > > > as >> > > > > > the AS3 graphics chain... simple and beautiful =) >> > >> > > > > > So currently we have a few things designed that sort of work >> that >> > > way, >> > > > > but >> > > > > > not exactly. A lot of functionality is missing in regard of >> this >> > > chain >> > > > > such >> > > > > > as the ability of Sprite3D's to contain other Sprite3D's, etc. >> But >> > > before >> > > > > > actually extending the branch to support these missing features, >> we >> > > are >> > > > > > currently re-evaluating the core of the shape primitive in the >> > > branch: >> > > > > We're >> > > > > > currently thinking about 2 options: >> > >> > > > > > 1) Extend the branch by making more classes so that the graphics >> > > chain is >> > > > > > reproduced more precisely or >> > >> > > > > > 2) Remove this chain and make the shape primitive be inherent in >> > > other >> > > > > > Away3D classes. Away3D already has a chain for this with classes >> like >> > > > > > Object3D, ObjectContainer3D, etc so it could be redundant to >> design a >> > > > > whole >> > > > > > new chain for elements that are based on shape primitives >> instead of >> > > face >> > > > > > primitives... >> > >> > > > > > As you see, the branch is currently near the end of it's first >> > > > > experimental >> > > > > > stage. It is a good point to reframe it entirely and think about >> how >> > > it >> > > > > will >> > > > > > oficially merge with the main branch. There are however more >> > > expriments >> > > > > to >> > > > > > do... We are just begginning to understand the shape primitive, >> so a >> > > > > little >> > > > > > more experimentation before the official framework is built >> wouldn't >> > > be >> > > > > bad. >> > >> > > > > > So, the points you make are very good G, and all this will have >> to be >> > > > > > considered upon deciding the future of the branch... What are >> your >> > > > > thought >> > > > > > about all this? >> > >> > > > > > Cheers, >> > > > > > Li >> > >> > > > > > On Sat, Jan 17, 2009 at 4:19 PM, G. <[email protected]> wrote: >> > >> > > > > > > Hey, >> > >> > > > > > > I was wondering if there was a way to make Sprite3D able to >> add >> > > other >> > > > > > > Sprite3D as children (in additon to the ability to add >> Shapes3D)? >> > > I've >> > > > > > > seen on a parent class that there is an addElement() method, >> but >> > > it's >> > > > > > > no more reachable at Sprite3D's level >> > >> > > > > > > Second thought: maybe it would be interesting that Shape3D >> would >> > > have >> > > > > > > x,y and z coordinates (it would permit for example to build >> words >> > > from >> > > > > > > single chars by only doing some addChild instead of redrawing >> > > > > > > everything) >> > >> > > > > > > On 16 jan, 22:12, Li <[email protected]> wrote: >> > > > > > > > yeaaaah >> > > > > > > > ;D thanks >> > >> > > > > > > > On Fri, Jan 16, 2009 at 4:11 PM, G. <[email protected]> >> wrote: >> > >> > > > > > > > > hey there, >> > >> > > > > > > > > that's pretty neat what you're doing with the shading >> material. >> > > > > > > > > and yep the textfield branch is going to be really cool ;) >> > >> > > > > > > > > peace >> > >> > > > > > > > > On 15 jan, 21:40, Li <[email protected]> wrote: >> > > > > > > > > > Cool G! >> > >> > > > > > > > > > I'm busy at the time developing more graphics stuff >> related >> > > to >> > > > > > > primitive >> > > > > > > > > > shape rendering, like shading materials, backface >> culling, >> > > fixing >> > > > > > > sorting >> > > > > > > > > > bugs, etc: >> > >http://www.lidev.com.ar/demos/textfieldsmaterials18/ >> > >> > > > > > > > > > I trust you will develop cool stuff on your end. So yey! >> > > Double >> > > > > > > > > development >> > > > > > > > > > speed for the textfields branch! >> > >> > > > > > > > > > cheers >> > >> > > > > > > > > > On Thu, Jan 15, 2009 at 3:47 PM, G. <[email protected]> >> > > wrote: >> > >> > > > > > > > > > > ok then, >> > >> > > > > > > > > > > meanwhile I will continue my developements as I will >> use >> > > these >> > > > > > > classes >> > > > > > > > > > > for my actual project, so I might add some new >> features etc >> > > but >> > > > > > > I'll >> > > > > > > > > > > keep you in touch when the time comes. >> > >> > > > > > > > > > > bests >> > > > > > > > > > > G >> > >> > > > > > > > > > > On 15 jan, 12:26, Li <[email protected]> wrote: >> > > > > > > > > > > > Cool, I'll take a look as soon as I can! >> > > > > > > > > > > > Thanks!! >> > >> > > > > > > > > > > > On Wed, Jan 14, 2009 at 8:58 PM, G. < >> [email protected]> >> > > > > wrote: >> > >> > > > > > > > > > > > > I uploaded a rar in the files section called >> > > > > TextElementSrc.rar >> > >> > > > > > > > > > > > > keep me in touch and bon courage ;) >> > > > > > > > > > > > > cheers >> > >> > > > > > > > > > > > > G >> > >> > > > > > > > > > > > > On 14 jan, 14:18, "G." <[email protected]> wrote: >> > > > > > > > > > > > > > ok i prepare something for today >> > > > > > > > > > > > > > cheers >> > >> > > > > > > > > > > > > > On 14 jan, 14:04, Li <[email protected]> >> wrote: >> > >> > > > > > > > > > > > > > > Hey G, >> > >> > > > > > > > > > > > > > > Awesome work!! Can you upload or send a >> working >> > > demo of >> > > > > > > this >> > > > > > > > > with >> > > > > > > > > > > > > source? >> > > > > > > > > > > > > > > I've got my own battle here with other topics >> in >> > > the >> > > > > > > branch... >> > > > > > > > > I'll >> > > > > > > > > > > let >> > > > > > > > > > > > > the >> > > > > > > > > > > > > > > wishlist mature for a few days and take >> priorities >> > > from >> > > > > > > there >> > > > > > > > > while >> > > > > > > > > > > I >> > > > > > > > > > > > > solve >> > > > > > > > > > > > > > > my current problem. Once I get to text >> handling be >> > > sure >> > > > > I >> > > > > > > will >> > > > > > > > > > > consider >> > > > > > > > > > > > > > > these suggestions. >> > >> > > > > > > > > > > > > > > Please send a demo =) >> > >> > > > > > > > > > > > > > > Cheers >> > >> > > > > > > > > > > > > > > On Wed, Jan 14, 2009 at 10:52 AM, G. < >> > > > > [email protected]> >> > > > > > > > > wrote: >> > >> > > > > > > > > > > > > > > > ok I just discovered the place to upload >> files on >> > > the >> > > > > > > group >> > > > > > > > > ... I >> > > > > > > > > > > > > > > > really should sleep more ... anyway you can >> find >> > > the >> > > > > rar >> > > > > > > in >> > > > > > > > > the >> > > > > > > > > > > files >> > > > > > > > > > > > > > > > section. >> > > > > > > > > > > > > > > > keep me in touch >> > > > > > > > > > > > > > > > G >> > >> > > > > > > > > > > > > > > > On 14 jan, 12:30, "G." <[email protected]> >> > > wrote: >> > > > > > > > > > > > > > > > > well, seems that I still can't send things >> to >> > > your >> > > > > > > email >> > > > > > > > > ... >> > >> > > > > > > > > > > > > > > > > On 14 jan, 03:15, "G." <[email protected] >> > >> > > wrote: >> > >> > > > > > > > > > > > > > > > > > I'm sorry I might have been too tired, >> but in >> > > the >> > >> > ... >> > >> > plus de détails » > > >
