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
>>>> 
>>>> 
>>> 
>> 
> 

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