And last one :)

http://www.verajankorva.com/temp/aucor/cameraAnimationDemo4/bin/index.html

All remaining issues fixed. Once again, thanks for your help
Fabrice3D.

On 24 touko, 16:10, xcx <[email protected]> wrote:
> Argh! I forget to give a link to latest 
> demo.http://www.verajankorva.com/temp/aucor/cameraAnimationDemo3/bin/index...
>
> On 24 touko, 16:04, xcx <[email protected]> wrote:
>
> > I got this working 0.01 was too big value :). I change it to 0.0001
> > and clipping was no more visible.
>
> > On 24 touko, 14:45, xcx <[email protected]> wrote:
>
> > > Clipping problems are pretty much solved. Thanks Fabrice3D!
>
> > > Still some problems remains. Could it be that Away3D frustum clipping
> > > dosen't work properly if fov is animated like here? Some artefacts to
> > > roofs can be modelling issue and I am not too worried about those. I
> > > think that mesh is just busted need to check that.
>
> > > Any ideas why walls are clipping incorrectly at time when camera
> > > arrives to small square at the end of animation? I set clipping to
> > > 0.01 but clipping is still visible.
>
> > >http://www.verajankorva.com/temp/aucor/cameraAnimationDemo2/bin/index...
>
> > > On 24 touko, 12:29, xcx <[email protected]> wrote:
>
> > > > 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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