do you have another email adress? for some obscur reason each time I
try to contact you i'm redirected to [email protected] (without the
dots), the person who receive the email is very gentle but I don't
like bothering her like that :s
mine is [email protected]

On 18 jan, 03:17, Li <[email protected]> wrote:
> 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:
>
> ...
>
> plus de détails »

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