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 »
>
>
>

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