If such is the case where faces make the best for running a smoother game. Then there seems to be a problem with .obj loader then. As it can't import a circular face, but only the first three vertexes of the circle.
On May 18, 10:03 am, Rob Bateman <[email protected]> wrote: > Hey Shawn > > Reinorvak is right is saying that triangles are generally used for rendering > because of their simplicity. this is true whether you use quads in Lite or > not - geometry will always be subdivided to tris for rendering purposes. > However, quads are useful when generating geometry in Lite because they can > halve the amount of faces needs to draw a primitive - which leads to less > data and faster sorting, moouse events etc. a quad is momentarily converted > to two tris on rendering, but keeping the persistent data as a quad has > processing benefits that make it worthwhile if your geometry will allow it. > would be interested to hear the results of any tests you've been doing. > > Rob > > On Mon, May 17, 2010 at 6:17 PM, Reinorvak <[email protected]>wrote: > > > > > I'm not sure what Away3D would do in the background, I would suggest > > trying a simple test to see which is better, I imagine Triangles will > > win, but why guess when we have the opportunity to test it out. Try > > drawing some excessive amount of squares on screen, lets say 500? Do > > one test with triangles one with quads and have them all rotate. That > > should give you a good idea on how everything is working in the > > background. > > > Not sure how to make it interrupt to make the triangle faces into quad > > faces, but best of luck. > > > On May 17, 11:57 am, Shawn McInerney <[email protected]> wrote: > > > Hi Reinorvak, > > > > Thanks for the info! The reason I am considering using quads for > > *certain* > > > pieces of geometry is that they end up being half the number of faces. > > For > > > example a primitive cube created with quads can have a minimum of 6 > > faces. > > > But away3Dlite's cube primitive automatically triangulates each face so > > that > > > there is a minimum of 12 faces. > > > > In the specific case of away3Dlite and primitives, I *think* away3Dlite > > > really only does 3 things (although they are 3 incredibly useful > > things!): > > > > 1. Draws the faces in 2d with correct perspective to emulate 3d (using > > > Flash's built in 3d tools). > > > 2. Figures out the uv data so that we can put bitmaps on the primitives. > > > 3. Figures out what is in front of what with respect to the camera (z > > > sorting, culling). > > > > If I am correct, I don't see any advantage to triangles in this specific > > > particular instance. In fact, drawing 12 faces instead of 6 should be > > > slower. Again, please correct me if I am wrong :) I am no expert.. just > > > trying to figure this all out. > > > > Best, > > > Shawn > > > > On Mon, May 17, 2010 at 8:28 AM, Reinorvak <[email protected] > > >wrote: > > > > > Where as its true that triangles speed up the process for lighting and > > > > shading, there is a 2nd reason why most to all games use triangles, > > > > which I believe Away3D overlooks being a flash program. I'm not sure > > > > if Flash can render quads easier then triangles, but for the most part > > > > the triangle is selected because its the simplest amount of > > > > information to push over to the graphics card, and what most graphic > > > > cards are built to handle. > > > > > At least for any game that involves a large amount of 3D objects, all > > > > models created should be triangulated. Also if you want to obtain any > > > > curved surfaces you'd need triangles, I don't believe Quads can do > > > > this as effectively. > > > > > Again, I don't know if flash compensates for the quads being in a > > > > different type of system, but for any game built entirely for 3D, > > > > triangles are the geometry you want. > > > > > On May 16, 6:35 pm, Shawn <[email protected]> wrote: > > > > > I meant backface culling.. not light culling > > > > > > On May 16, 3:27 pm, Shawn <[email protected]> wrote: > > > > > > > It is my understanding that the main advantage of triangular faces, > > as > > > > > > opposed to quad faces, is that tri's ensure planarity so that > > things > > > > > > like shading and lighting can be calculated properly (Please > > correct > > > > > > me if I am wrong). But since lite does not have shading or > > lighting, > > > > > > is there any speed advantage to using quads? Would I be screwing up > > > > > > other existing away3Dlite such as light culling and z-sorting? > > > > > > > Also, are quad faces still an option with lite? I read in this > > post: > > > > > > <http://groups.google.com/group/away3d-dev/msg/dc6ab0c9a98504d9> > > that > > > > > > quad faces could be created in Away3DLite by doing the following: > > > > > > > "About quads, you can take a look at the primitives' > > > > > > buildPrimitive() function. You just need to push > > > > > > the 4 faces' indices into the _indices vector, > > > > > > and then flag those values as a quad by pushing > > > > > > into _faceLengths the value 4. > > > > > > > e.g., if you want to create a face from a quad : > > > > > > > push the four indices values into _indices : > > > > > > _indices.push(a, b, c, d); > > > > > > > then push the value 4 into _faceLengths > > > > > > to flag it as a quad: > > > > > > _faceLengths.push(4); > > > > > > > don't forget you must call buildFaces() > > > > > > afterwards to create the faces from > > > > > > the data you've entered!" > > > > > > > But I can't figure out how to implement this technique in the > > > > > > primitives' buildPrimitive(). I am using the latest trunk revision, > > > > > > Revision 2520 of away3DLite. > > > > > > > Thanks in advance, > > > > > > Shawn > > > > -- > > > Shawn McInerney > > > MooseMouse Media, Inc.http://moosemouse.com > > > [email protected] > > -- > Rob Bateman > Flash Development & Consultancy > > [email protected]
