yes these are true, but not continuous

> * If you want to place one model on top of another, it's good
> practice to cut out the overlaid portion that is not visible. For
> example, if you place a house on top of a landscape, you could cut out
> the rectangle at the bottom of the house.
the house should be like if part of the floor, then isolated. The walls 
vertexes of the house should fit the floor ones.

also other tips regarding sorting issues a bit less common.
try to work in size ranges of 1000/10000 to avoid roundings.
(That's why Prefab warns you when you load a model that is too small.)

Use the Grid class, and apply the grid to your model position and objectspace 
vertices.
(I hope add this one to Prefab soon). But in meanwhile its in geom package.

here a working file
http://www.closier.nl/playground/grid.swf
what you see here is a non aligned series of meshes on which you can apply a 
grid to the vertices.
of course, its a good idea to apply weld and render after its been modified. 
The resulting fx is depending on grid size, model size etc
That's why in this demo some settings completly ruin the model.
But If well applied it also contribute to solve some sorting issues.

Fabrice



On Dec 22, 2009, at 11:17 PM, Stephen Hopkins wrote:

> I think My model is continuous(one piece with extrusions), has no
> intersecting faces. I would think that everyone would model like that
> for a game or this kind of engine.
> 
> I found these tips 
> http://worldfoundry.org/bin/view/WorldFoundry/DocumentationZSort
> 
> I'm guessing that the artifacts are there because my triangles aren't
> all about the same size. Does the basic renderer use average-z-sorting
> of each 3 vertices of a triangle?
> 
> HOW TO BUILD YOUR MODELS TO MINIMISE Z-SORTING ARTEFACTS
> 
>    * Use convex models where possible (avoid concave models).
> 
>    * Avoid overlapping faces and intersecting polygons.
> 
>    * If you want to place one model on top of another, it's good
> practice to cut out the overlaid portion that is not visible. For
> example, if you place a house on top of a landscape, you could cut out
> the rectangle at the bottom of the house.
> 
>    * Avoid triangles that span the extent of the model. For example,
> artefacts occur when you have extremes in the size of triangles that
> are next to each other ( a long thin triangles surrounded by smaller
> ones).
> 
>    * Manipulate the sort keys for the primitives and the order
> tables.
> 
>    * Generally, the bigger the size of the order tables the better.
> 
>    * Be aware of overflow of primitives, keeping in mind the extra
> primitives accumulated by clipping.
> 
> On Dec 22, 1:51 pm, Peter Kapelyan <[email protected]> wrote:
>> Make sure no polygons intersect others, and vertices are shared among faces.
>> 
>> These are two major things to keep in mind to not only optimize models but
>> also keep them clean looking for
>> away3d.
>> 
>> -Pete
>> 
>> On Tue, Dec 22, 2009 at 4:44 PM, Stephen Hopkins 
>> <[email protected]>wrote:
>> 
>> 
>> 
>>> oh ok cool. well back to the other question. Not sure what you mean by
>>> continuous modeling. Does this have to do with edge flow? Never heard
>>> of it before, didn't find it on google.
>> 
>>> On Dec 22, 5:17 am, Rob Bateman <[email protected]> wrote:
>>>> Hey Stephen
>> 
>>>> short answer - yes! But as with all things in lite, the implementation
>>>> will be a stripped down, simplified version
>> 
>>>> cheers
>> 
>>>> Rob
>> 
>>>> On Tuesday, December 22, 2009, Stephen Hopkins <[email protected]>
>>> wrote:
>>>>> Are there plans to add lights, shaders and filters(mainly fog filter)
>>>>> to the away3dlite?I am currently using away3d but would like to
>>>>> migrate to away3dlite if it is faster.
>> 
>>>> --
>>>> Rob Bateman
>>>> Flash Development & Consultancy
>> 
>>>> [email protected]
>> 
>> --
>> ___________________
>> 
>> Actionscript 3.0 Flash 3D Graphics Engine
>> 
>> HTTP://AWAY3D.COM

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