Ter info, Greg is busy working on a similar per pixel sorter. Its indeed an 
heavy baby.

BSP: it should be native in away + generator any day now...

but looking at your house, if properly modeled (no offence here) you can render 
this perfectly using regular Away
using basic renderer. You need to model continiously. Its more work but once 
you master this technic and apply it as routine
during modeling that you will get rid at least 95% if not all the sorting 
issues.

Fabrice



On Apr 20, 2010, at 9:39 AM, katopz wrote:

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

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