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
