You can also have a sort of dynamic or LOD material, or just a high-res
low-res version (high res shows if you are super close, and concerned with
it looking crappy). So Plane + png or bitmap will be your fastest, best bet.
Next best bet might be just to outline each shape with vector lines, but
you'll have to find a way to fill that shape, and it most likely  won't be
as fast as what I said earlier.

-Pete

On Mon, May 3, 2010 at 5:21 PM, Reinorvak <[email protected]> wrote:

> You can use the Plane method if you're clever about it. Depends on how
> you use your picking. Just from using 3D experience though, Less faces
> is usually the better option so I'd vote towards Line2D or Sprite.
>
> As for zooming in and out, I've seen little effect on PNGs really
> unless you get really really really close to these models/images/etc.
> If you can make the texture repeatable, you could do it simply with
> one giant plane, and repeat the texture across it till you're
> satisfied, unless it needs to be more dynamic then that. You'd have a
> square map, with a hexagonal field.
>
> On May 3, 5:12 pm, CyberHawk <[email protected]> wrote:
> > Well, i don't what to use a PLANE as that means my grid has to be
> > square in shape. I need/would like to create a hexagon shaped grid. I
> > have thought about just creating a PNG image of a hexagon with a
> > partial transparent background and a certain color outline in like
> > Photoshop or similar, BUT that means if i later change something, i
> > have to recreate it ever time. Not saying it is hard or anything, but
> > it makes it less dynamically generated. If that is the ONLY way to do
> > it, i definitely will have to do it that way as this issue is holding
> > back my project, but i was hoping to find a way to draw the hexagons
> > instead of creating a PNG. It is not an absolute requirement to be
> > partially transparent, it could be completely transparent, but i did
> > not try that yet as i wasn't sure how the PNG would look like once you
> > zoom in and out on the grid, as in if it will distort the image or
> > not.
> >
> > On May 3, 4:59 pm, Peter Kapelyan <[email protected]> wrote:
> >
> > > Why not just use a plane (two polys) with a MovieClip or regular bitmap
> > > (png?). The mouse *should detect the parts that are transparent as
> > > unclickable, so you can have hundreds of those, quite possibly.
> >
> > > -Pete
> >
> > > On Mon, May 3, 2010 at 4:35 PM, CyberHawk <[email protected]>
> wrote:
> > > > I have such a simple problem/issue/question that i can't seem to find
> > > > quite the answer to without asking. So, I am using Away3D 3.5 (Latest
> > > > as of this question 5-3-10) and for starters all i am trying to do is
> > > > create a hexagonal shaped grid using smaller hexagons.  The MAIN
> > > > purpose for this larger hexagon grid is so you can drag other 3D
> > > > objects to it from a list later on and the grid accepts mouse clicks
> > > > so you can select the hexagons.
> >
> > > >
> -----------------------------------------------------------------------------------------------
> > > > I am creating one hexagon shape (Side=6) using the object type
> > > > "RegularPolygon", Radius=57, and i am using that as a BASE since i
> > > > want to set a color to it, an “alpha= 0.3, ownCanva=true”, to make it
> > > > partially transparent so the background show's thru and i need to
> > > > create this base object so i can have something solid so i can click
> > > > on using the “MouseEvent3D” event.
> >
> > > > Next i create a second hexagon shape (Side=6) using the object type
> > > > "WireRegularPolygon", Radius=57 to form an outline to the first
> "BASE"
> > > > hexagon so you can see the hexagon object AND its main purpose is
> once
> > > > you click on the base hexagon, it will change the wire hexagons color
> > > > to something else, showing that that hexagon was selected.
> >
> > > > I use a FOR LOOP to generate a larger Hexagon shape using the above
> > > > two objects, which is made up of a total of 542 RegularPolygon’s and
> > > > 542 WireRegularPolygon’s but would like twice that much or more later
> > > > on.
> >
> > > > The reason I would rather generate the grid dynamically is so I can
> > > > create different size hexagons or different patterns of them later
> on.
> > > > If I used a hexagon image, I would have to recreate it if I changed
> > > > its size or color.
> >
> > > >
> -----------------------------------------------------------------------------------------------
> > > > MY PROBLEM is that once I make that grid zoomed out all the way so
> you
> > > > can see the entire thing, the "T ELEMENT=3252" and the "R ELEMENT
> > > > ranges from 3405 to 3795" depending on how the HoweverCamera3D is
> > > > tilted. The RAM is around 50MB to 60MB which does not seem too bad
> for
> > > > now. The FPS at max zoom is around 8 to 10 FPS when you rotate and
> > > > till the camera. It is also using FP10 and all coding is done in
> Adobe
> > > > CS4 Suite. I am also using BASIC RENDERING. All hexagons are
> generated
> > > > in a separate AS3 class file which extends ObjectContainer3D and I
> > > > create an instance of this class in the MAIN AS3 class file. I have
> > > > nothing else on screen but the large hex grid and a static 500x500
> JPG
> > > > image as the background.
> >
> > > > ALL I am looking to do is make a very lightweight hexagon grid using
> > > > ANY 3D Object type that can accept a MouseEvent3D event so I can
> click
> > > > on it, be able to have alpha set (BUT I could do away with that and
> > > > make it be 100% transparent), and have an outline that I can later
> > > > change its color and thickness to show it was clicked on as this
> > > > object serves nothing more than a sort of "stage" for other objects.
> > > > Basically, in my view, that hexagon “stage” is suppose to be the
> LEAST
> > > > performance hungry of all other objects to come.
> >
> > > >
> -----------------------------------------------------------------------------------------------
> > > > In my first attempt before I started using away3D, i just created
> each
> > > > Hexagon "BASE" using a Sprite object and generating the "OUTLINE"
> > > > using a Shape object that you can draw on using the graphics and
> > > > drawPath functions and had to actually draw the hexagon shape
> manually
> > > > using lines and sin/cos.
> >
> > > > MY next set of questions would be about if there is a "drawPath()"
> > > > function in away3d just like in Flash to draw on sprites and Shape
> > > > objects. I did see it, BUT really don't know if it works like the one
> > > > in Flash. I also did see a Graphics3D.as file that seems to have
> > > > similar functions such as "moveTo" and etc, but i have not seen any
> > > > examples on how to use it yet.
> >
> > > > When i just display the outline hexagon SHAPE objects in Flash, i can
> > > > create a huge grid, over 1000 objects, and it runs really fast
> > > > (meaning can rotate it using rotationY as well as panning without
> loss
> > > > of FPS). But it is not practical to try to click on a wire frame
> > > > outline of a hex. Don't know the poly count or RAM usage as that is
> > > > created using the native Flash Display objects AND I can't add sprite
> > > > or shape objects into any Away3D objects directly, so can't display
> > > > them. I have tried and could not figure it out yet BUT if there is a
> > > > way that might help a lot as i know those Flash objects being
> > > > displayed are much faster on the FPS.
> >
> > > >
> -----------------------------------------------------------------------------------------------
> > > > I am by no means an expert at away3D or Flash and I started using
> > > > Away3D like a month ago and I have to admit it is incredibly awesome
> > > > 3D package.  I have not yet explored using Line2D or Line3D to draw
> > > > the hexagons manually as well as Sprite3D objects for the BASE mouse
> > > > event object in away3D but those will be my next things to experiment
> > > > with, BUT before I just jump head first into recreating the entire
> > > > thing 5 different ways, I would like to know an easy way to generate
> a
> > > > very simple hexagon grid that you can select each smaller hexagons it
> > > > is made of, without making the POLY COUNT so enormously large. There
> > > > are many ideas as t how to do it, BUT I would rather try using basic
> > > > primitive objects available in away3D or something simple with the
> > > > least amount of code to try to optimize it.
> >
> > > > Thanks for anyone who can answer my question.
> >
> > > --
> > > ___________________
> >
> > > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > > HTTP://AWAY3D.COM
>



-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

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