nice to here it working ;)
it sem like you need dynamic BSP for that
and i'm know nothing about BSP sry ;p
you can wait for me implement that (or port from existing one) but not so soon
or anyone want to take this challenge, its more than welcome ;)

cheers

On 20/04/2010, ceesam <[email protected]> wrote:
> Here is example of of my attempt to use layers to fix the problem:
> http://www.ceesam.net/temp/clipping2/ . I use pivot points(mesh
> position) to figure out which is the closest one, but as we all see,
> that algorithm isn't doing the job properly :| With more clever
> sorting this could work.
>
> On Apr 20, 9:47 am, ceesam <[email protected]> wrote:
>> the fix worked fine in haxe also, thanks katopz :)
>>
>> The thing is that alongside with other neat things you can do with
>> layers, I was trying to fix severe polygon clipping problems, but I
>> wasn't too successful. I'm getting pretty frustrated trying to fix z-
>> sorting by adding tons of new triangles "into right places". I had
>> huge problems with my last projectwww.fantasiarakenne.fi
>> (papervision3d) and now even more problems with my new
>> onewww.ceesam.net/temp/clipping/were i wanted to see how away3dlite
>> performs on top of haxe.
>>
>> I feel that the z-sorting is something which need to be solved, it
>> seems _everyone_ is having broblems with it. I was checking out
>> depthmap based per pixel z-sorting demo
>> athttp://kode80.com/2009/10/26/per-pixel-depth-clipping/
>> . Even though it has clear artifacts, it is pretty impressive,
>> although framerate isn't too good. Oh and yes, i tried
>> QuadrantRenderEngine in papervision and framerate with the latter link
>> was 2-3, so that really isn't an option.
>>
>> Let me know what your take is on with this, I can provide 3d assets
>> for testing if it helps, and would like to help out in other ways also
>> if needed.
>>
>> Oh and, a bit off topic, but if haxe users are interested in using
>> jiglib physics engine, I did raw port of it several months ago, you
>> can find it here:http://bitbucket.org/ceesam/jiglibhaxe/it is not
>> beautifully written, but it works :)
>>
>> cheers,
>> ceesam
>>
>> On Apr 19, 11:52 am, ceesam <[email protected]> wrote:
>>
>>
>>
>> > Thanks katopz,
>>
>> > I'll update it to haxe side and see how it goes.
>>
>> > Cheers,
>> > ceesam
>>
>> > On Apr 19, 11:04 am, katopz <[email protected]> wrote:
>>
>> > > Seem like we need shared material in this case...
>> > > so i just did add this "shared material " feature
>> > > tohttp://away3d.googlecode.com/svn/branches/lite/libs/
>> > > it's apply automatically if assign more than one mesh with same
>> > > material
>> > > and if it not produce other issue, it'll be apply to trunk later
>> > > for haxe version, you need to ask someone else, sry
>>
>> > > any comment/issue report/more features request is welcome ;)
>>
>> > > hth
>>
>> > > On 19 April 2010 14:19, <[email protected]> wrote:
>>
>> > > > I don't think you can create new instances when declaring you
>> > > > private
>> > > > vars...
>>
>> > > > Sent from my Verizon Wireless BlackBerry
>>
>> > > > -----Original Message-----
>> > > > From: ceesam <[email protected]>
>> > > > Date: Sun, 18 Apr 2010 23:12:08
>> > > > To: Away3D.dev<[email protected]>
>> > > > Subject: [away3d] Re: Away3Dlite(haxe) layers problem with bitmap
>> > > > and color
>> > > >        material
>>
>> > > > package {
>> > > >        import away3dlite.cameras.HoverCamera3D;
>> > > >        import away3dlite.containers.Scene3D;
>> > > >        import away3dlite.containers.View3D;
>> > > >        import away3dlite.core.render.BasicRenderer;
>> > > >        import away3dlite.core.render.FastRenderer;
>> > > >        import away3dlite.materials.BitmapFileMaterial;
>> > > >        import away3dlite.materials.ColorMaterial;
>> > > >        import away3dlite.materials.WireColorMaterial;
>> > > >        import away3dlite.primitives.Sphere;
>>
>> > > >        import flash.display.Sprite;
>> > > >        import flash.events.Event;
>>
>> > > >        public class test extends Sprite
>> > > >        {
>>
>> > > >                private var camera:HoverCamera3D = new
>> > > > HoverCamera3D();
>> > > >                private var scene:Scene3D = new Scene3D()
>> > > >                private var view:View3D = new View3D();
>>
>> > > >                public function test()
>> > > >                {
>> > > >                        camera.panAngle = 45;
>> > > >                        camera.tiltAngle = 20;
>> > > >                        camera.distance = 600;
>>
>> > > >                        view.camera = camera;
>> > > >                        view.scene = scene;
>> > > >                        view.renderer = new BasicRenderer();
>>
>> > > >                        view.x = 100;
>> > > >                        view.y = 100;
>>
>> > > >                        addChild(view);
>>
>> > > >                        var mat:BitmapFileMaterial = new
>> > > > BitmapFileMaterial("test.png");
>>
>> > > >                        var sphere = new Sphere(mat, 50);
>> > > >                        sphere.layer = new Sprite();
>> > > >                        view.addChild(sphere.layer);
>> > > >                        view.scene.addChild(sphere);
>>
>> > > >                        var sphere = new Sphere(mat, 20);
>> > > >                        sphere.layer = new Sprite();
>> > > >                        view.addChild(sphere.layer);
>> > > >                        view.scene.addChild(sphere);
>>
>> > > >                        addEventListener(Event.ENTER_FRAME, loop);
>> > > >                }
>>
>> > > >                private function loop(e:Event)
>> > > >                {
>> > > >                        camera.hover();
>> > > >                        view.render();
>> > > >                }
>> > > >        }
>> > > > }
>>
>> > > > On Apr 19, 4:23 am, katopz <[email protected]> wrote:
>> > > > > even branches still fail? plz provide some code that i can
>> > > > > copy/paste to
>> > > > > reproduce this issue plz, i'll see what cause that happen
>>
>> > > > > thx for your time
>>
>> > > > > On 19 April 2010 03:24, ceesam <[email protected]> wrote:
>>
>> > > > > > Flash version apparently has the same issue. So it is not just
>> > > > > > haxe
>> > > > > > port..
>>
>> > > > > > On Apr 18, 9:37 am, katopz <[email protected]> wrote:
>> > > > > > > did you try not haxe version?
>> > > > > > > if yes plz do tryhttp://
>> > > > away3d.googlecode.com/svn/branches/lite/libs/
>> > > > > > > some issue already fix there for layer and renderer
>> > > > > > > and do tell me if you still get problem with besicrenderer
>> > > > > > > and yeah it's not haxe, i just try to separate problem here
>> > > > > > > thx for report
>>
>> > > > > > > cheers
>>
>> > > > > > > On 18 April 2010 13:21, ceesam <[email protected]> wrote:
>>
>> > > > > > > > Ok here are some images about the problem:
>> > > > > > > >http://www.ceesam.net/temp/away3dlite-haxe-layer-problem.png
>>
>> > > > > > > > On Apr 18, 8:11 am, ceesam <[email protected]> wrote:
>> > > > > > > > > other way around, works with fastrenderer, but not with
>> > > > > > basicrenderer,
>> > > > > > > > > i'll provide few images soon.
>>
>> > > > > > > > > On Apr 18, 5:40 am, katopz <[email protected]> wrote:
>>
>> > > > > > > > > > you mean it's fine with BasicRendeer and got prob with
>> > > > FastRenderer
>> > > > > > > > right?
>> > > > > > > > > > if that, it's normal behavior for FastRenderer then
>>
>> > > > > > > > > > cheers
>>
>> > > > > > > > > > On 18 April 2010 04:53, ceesam <[email protected]> wrote:
>>
>> > > > > > > > > > > with simplerenderer it is working correctly, i'll
>> > > > > > > > > > > start
>> > > > figuring
>> > > > > > the
>> > > > > > > > > > > differences from there.
>>
>> > > > > > > > > > > On Apr 17, 10:45 pm, ceesam <[email protected]> wrote:
>> > > > > > > > > > > > Hello,
>>
>> > > > > > > > > > > > There seems to be a problem regarding the usage of
>> > > > > > > > > > > > layer
>> > > > > > property
>> > > > > > > > of
>> > > > > > > > > > > > mesh/object3d/objectcontainer3d when using same
>> > > > > > > > > > > > material
>> > > > for
>> > > > > > > > different
>> > > > > > > > > > > > meshes. using separate sprites as layers works fine
>> > > > > > > > > > > > if
>> > > > there is
>> > > > > > no
>> > > > > > > > > > > > material applied to meshes, but drawing to different
>> > > > > > > > > > > > layers
>> > > > > > will
>> > > > > > > > break
>> > > > > > > > > > > > between meshes sharing the same bitmap or color
>> > > > > > > > > > > > material.
>> > > > if
>> > > > > > the
>> > > > > > > > > > > > different meshes have different materials applied to
>> > > > > > > > > > > > them,
>> > > > > > > > everything
>> > > > > > > > > > > > works fine. The problem is that i have tens of
>> > > > > > > > > > > > meshes which
>> > > > i
>> > > > > > want
>> > > > > > > > to
>> > > > > > > > > > > > draw on different layers, and i don't want to have
>> > > > > > > > > > > > that
>> > > > many
>> > > > > > > > different
>> > > > > > > > > > > > texture files. How should i proceed in fixing this,
>> > > > > > > > > > > > i can
>> > > > start
>> > > > > > > > > > > > figuring out the renderer's source, but it just
>> > > > > > > > > > > > wanted to
>> > > > know
>> > > > > > if
>> > > > > > > > > > > > someone already familiar knows exactly where the
>> > > > > > > > > > > > problem
>> > > > is.
>>
>> > > > > > > > > > > > This is easily reproducible by using the exLayer
>> > > > > > > > > > > > example by
>> > > > > > > > applying
>> > > > > > > > > > > > same bitmapmaterial to some of the planes or spheres
>> > > > > > > > > > > > and
>> > > > > > rotating
>> > > > > > > > > > > > camera instead of the scene.
>>
>> > > > > > > > > > > > Thanks,
>> > > > > > > > > > > > ceesam
>>
>> > > > > > > > > > > > --
>> > > > > > > > > > > > Subscription settings:
>> > > > > > > > > > >http://groups.google.com/group/away3d-dev/subscribe?hl=en
>>
>> > > > > > > > > > --
>> > > > > > > > > > Regards
>> > > > > > > > > > -----------------------------------------------------------
>> > > > > > > > > > katopz,http://sleepydesign.com
>> > > > > > > > > > Away3D and JigLibFlash Developer Team
>>
>> > > > > > > --
>> > > > > > > Regards
>> > > > > > > -----------------------------------------------------------
>> > > > > > > katopz,http://sleepydesign.com
>> > > > > > > Away3D and JigLibFlash Developer Team
>>
>> > > > > --
>> > > > > Regards
>> > > > > -----------------------------------------------------------
>> > > > > katopz,http://sleepydesign.com
>> > > > > Away3D and JigLibFlash Developer Team
>>
>> > > --
>> > > Regards
>> > > -----------------------------------------------------------
>> > > katopz,http://sleepydesign.com
>> > > Away3D and JigLibFlash Developer Team
>>
>> On Apr 19, 11:04 am, katopz <[email protected]> wrote:
>>
>> > Seem like we need shared material in this case...
>> > so i just did add this "shared material " feature
>> > tohttp://away3d.googlecode.com/svn/branches/lite/libs/
>> > it's apply automatically if assign more than one mesh with same material
>> > and if it not produce other issue, it'll be apply to trunk later
>> > for haxe version, you need to ask someone else, sry
>>
>> > any comment/issue report/more features request is welcome ;)
>>
>> > hth
>>
>> > On 19 April 2010 14:19, <[email protected]> wrote:
>>
>> > > I don't think you can create new instances when declaring you private
>>
>> ...
>>
>> read more »
>


-- 
Regards
-----------------------------------------------------------
katopz, http://sleepydesign.com
Away3D and JigLibFlash Developer Team

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