Thanks for the update.  Unfortunately, outlining meshes is no longer
working for me.

Adam


On Sep 14, 9:47 am, Rob Bateman <[email protected]> wrote:
> Hey guys
>
> today an update has been made to the main fp10 trunk that incorporates a few
> major refactors. The impact of these on code compatibility should be
> minimal, but there are a few necessary changes that have had to be made as
> we move forward.
>
> First of all, we have (finally) replaced all MatrixAway3D references with
> fp10's native Matrix3D class. This has allowed us to switch to faster
> projection techniques for vertices, which should for the majority of Away3D
> apps be seen as a slight speed increase. There have also been some other
> optimising measures brought in from Lite, such as radix sorting of faces,
> etc
>
> In the interest of improved memory handling, there have also been a huge
> amount of updates carried out to improve memory consumption, and provide a
> more stable memory base. This is not yet perfected, but the majority of
> applications should see improvements here as well
>
> Following on from memory optimisations, both screenvertex and number3d now
> inherit from vector3d. These changes mean a slight alteration will be
> required for any apps that use these classes. Primarily, the differences lie
> in the way these objects are added, subtracted etc. Where previously you
> would add two number3d objects by doing:
>
> new number3DResult:Number3D - new Number3D();
> number3DResult.add(number3D1, number3D2);
>
> you will now need to do:
>
> new number3DResult:Number3D = number3D1.add(number3D2);
>
> The old player 9 memory problems of generating extra number3d instances are
> no longer an issue in 10.1, and the above way of working is generally
> considered a standard when dealing with 3D vectors, hence the change. The
> same thing follows for the native Matrix3D class - where before you would
> transform a number3d with the following:
>
> new number3DResult:Number3D - new Number3D();
> number3DResult.transform(oldNumber3D, transformMatrix);
>
> you can now do the same using native objects:
>
> new vector3DResult:Vector3D = transformMatrix.transformVector(oldVector3D);
>
> aside from these slight syntactic changes, the engine should operate as
> normal. If anyone experiences any bugs, please report them in this thread!
>
> Enjoy the new release!
>
> Rob
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [email protected]

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