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
