you're welcome,
now this scenery rocks :)

Fabrice
On May 24, 2009, at 6:38 PM, xcx wrote:


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 ....



Reply via email to