there is a scale factor option within the generation panel Fabrice
On Sep 10, 2010, at 2:07 AM, [email protected] wrote: > Fabrice > > Thank you - I will think about the Null material further, and the > CentralLibrary angle. > > Meanwhile how do you Scale BSPTrees? Whatever I have tried throwing at an > AWD file, it appears exactly same on screen ( whereas it's accompanying > Collada DAE, does scale as expected ). > > Cheers > > ;j > > On 9 Sep 2010, at 22:06, Fabrice3D wrote: > >> I actually like the idea of a null material. :) >> you actually just need to copy a simple materail and avoid draw functions. >> >> to apply however, you'd be better off to add a function that parses the >> entire main array centralLibrary to set these. >> plus if you keep a simple parallele array to this, you can restore at zero >> pain when you show it back. >> >> Fabrice >> >> On Sep 9, 2010, at 10:12 PM, [email protected] wrote: >> >>> As well as trying to hide the BSPTree, I am also having no luck in scaling >>> the AWD file at runtime. >>> >>> Is there a simple way of rescaling and then hiding a standard AWD file, so >>> it can be used inside a complex collada model? >>> >>> Cheers >>> >>> ;j >>> >>> On 9 Sep 2010, at 20:13, [email protected] wrote: >>> >>>> I am trying to hide a simple BSPTree's material when it is only used for >>>> BSP and a separate more complex model is used for the visual. >>>> >>>> My initial approach was to modify AWData to make it store the BSPTree with >>>> the material ( currently it seems to store null as the mesh ), but the >>>> material id name does not seem to be stored on the handle, so you have to >>>> trace out the name so after some modifications I was able to hack >>>> hiding.... >>>> >>>> (CentralMaterialLibrary.getBSPTreeFromMaterialName( 'building' ) as >>>> BSPTree).replaceMaterial(CentralMaterialLibrary.getMaterial( 'building' ), >>>> new MovieMaterial(new MovieClip()), true ); >>>> >>>> but this is probably not really cutting down on render. Looking in >>>> BSPTree I found I could directly modify the material of each face to >>>> reduce rendering, so my current solution is to add this method to BSPTree, >>>> when loaded I can access it via (AWData.handle as BSPTree).hide(); >>>> >>>> public function hide() >>>> { >>>> >>>> var loop:int = _faces.length; >>>> var face: Face; >>>> var wire: WireframeMaterial = new WireframeMaterial(); >>>> wire.wireAlpha = 0; >>>> for(var i:int = 0;i<loop;++i) >>>> { >>>> face = _faces[i]; >>>> face.back = null; >>>> // minimize drawn faces >>>> face.invert(); >>>> face.material = wire; >>>> >>>> } >>>> >>>> } >>>> >>>> I am considering creating a NullMaterial as currently when I set >>>> face.material = null it trys to be too helpful and instead renders a color >>>> wireframe, for the moment alpha simple wireframe inverted with no back is >>>> probably lowest overhead. >>>> >>>> Maybe I am missing something obvious, but if you try to visible false the >>>> whole BSPTree then I think it stops doing BSP collisions, maybe there is >>>> already a solution.... or a better approach. >>>> >>>> Cheers >>>> >>>> :j >>>> >>>> >>> >> >
