Thanks for fast reply. I'll try that.

Scene is only for test purposes it will not ever be done. However your
point about low poly versus texture scaling performance was some thing
what I haven't really think at all. I defendly need to test what gives
best performance.

Can someone tell me how frustum clipping works in Away3D? Does it do
something smarter than just clip every polys in scene against frustum?

On 24 touko, 01:30, Fabrice3D <[email protected]> wrote:
> Hey XcX,
> try
> this.view = new View3D({clipping:new FrustumClipping({minZ:10}) });
>
> I see on top buildings some artefacts that could be fixed by spending  
> a bit more time on modeling.
> The streets could also have a bit more geometry. Having very low count  
> poly doesn't allways means faster.
> In this case the player has a hard time blowing up the textures...
>
> But this scenery will rock once done :)
>
> Fabrice
> On May 23, 2009, at 11:20 PM, xcx wrote:
>
>
>
> > I made a camera animation exporter and tried that with Away3D.
> > Something really fishy is going on becouse polys aren't properly
> > rendered. I have no idea why. Maybe this has something to do with view
> > frustum culling or not :). Anyone have any ideas what could cause
> > this?
>
> > See demo
> >http://www.verajankorva.com/temp/aucor/cameraAnimationDemo/bin/index....

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