> y pointing down is merely a convenience thing in Lite - the native 3D
> coordinate system of Flash 10 has y pointing down, so lite follows suit to
> avoid a lot of matrix inverting. However, the main branch of Away3D has
> always had y pointing up, as do the majority of 3D engines.

It's what I understood reading some older posts.
Thanks for the confirmation.


> when considering primitive construction, it is frequently desirable to have
> an option that constructs the geometry of a primitive so that in an
> untransformed state, the primtive appears upright to the user. if you're is
> appearing upside-down, you just need to multiple all the y coordinates you
> set in your primitive by -1. when you do this, the object will be turned

it's the only solution I found but since I saw a collada or 3DS
rendered the same way on Lite or Std, I thought I missed a point
But looking at these loaders source after you post this, it seems I
missed some difference between Lite and Std version

> inside out, so in order for your faces to render on the outside, you'll also
> need to invert either all your x coordinates or all your z coordinates to
> un-invert your geometry.

ohhh.....it's hardest that I think.
Got some problem trying to understand the back face culling and the
counterclock wise order...
if now I have to invert x or z....8(

> The yUp property is there to adjust how the standard primitives are
> generated. If yUp is set to false, the primitive is generated with its
> symmetric axis pointing along the z axis. This configuration can be useful
> if you are using lookAt on your primitive, as the axis of the primitive (say
> the axis of a cylinder) is what you would consider to be the axis something
> uses to point at something else

hoo...so it's not only used for model import!
I read an interesting post on Blender forum (http://blenderartists.org/
forum/showthread.php?t=126081 fyi) so I thought it was related to 3D
softwares.

To test if my yUP handling is correct, I so only have to add it to the
scene at (0,0,0) and see if it's pointing like the z axis ?

> hope this makes things a bit clearer!

yes, thanks a lot
I have to find more on the yUP/zUp and the back culling throught...but
I made a big step to the final goal thanks to you ;)

William

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