Something like quad faces would only be possible (or look decent) in Flash
ten, so it would be a new cool "feature" AND it has been brought up before,
so it's not a new idea, but I am sure it would take some time to get
something like that working.

-Pete

On Tue, May 18, 2010 at 12:03 PM, Reinorvak <[email protected]>wrote:

> I triangulate all my meshes now, no thanks to our artists, but it just
> seems weird to me that  you would stop at a quad if less faces meant
> you could run smoother.
>
> I know Z-sorting is a massive pain in my butt atm, and I've thrown
> everything in the world I can find at it, and if reducing the amount
> of faces helps thats, I would think that the loaders would give you
> the best object to meet the engines performance.
>
> On May 18, 11:45 am, Fabrice3D <[email protected]> wrote:
> > obj does parse quad faces
> > and splits them as 2 faces
> > but it doesn't support more than 4 vertices per face definition.
> >
> > you might need to triangulate/translate as mesh before save as obj.
> >
> > also note that obj loader for lite is not in trunk but in lite dev
> branch,
> > this means you choose for adventurous coding/dangerous concepts/might
> never see the light cases/high risc branches :))
> > basically do not expect official support here.
> >
> > Of course you could bug Katopz on this issue...
> >
> > Fabrice
> >
> > On May 18, 2010, at 5:28 PM, Reinorvak wrote:
> >
> > > 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]
>



-- 
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

Reply via email to