hmm. Can't really visualize what you are saying. Is there anywhere I
can see examples of how a triangle is broken by a vertex? I could
upload my modelviewer swf if you guys want to see the thing i'm trying
to fix. Lets you see wireframe/shaded. I will upload it when my ftp
server goes back up. Thanks for all the help so far.

On Dec 22, 3:21 pm, Fabrice3D <[email protected]> wrote:
> 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 filehttp://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 
> > tipshttp://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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