You mean sophie3D and Noob3D made their own screen buffer and did
vertices transformation/projection, triangle set up/rasterization/
clipping, and per pixel depth testing?

Away3D being a software engine as well, wouldn't the same pipeline be
implemented, hence the addition of depth testing straight-forward?

On Jan 6, 8:01 am, Bastian Schneider <[email protected]>
wrote:
> No it's not so easy. These two engines implements their own pixel
> rasterizer, how this could work in away, no idea. In example, a screen
> resolution by 800x600 means 480000 pixel has to be transformed, calculated,
> framebuffer checked and perspective projected - every frame! That is a huge
> amount of work
>
> For material support away is best, I do not know any other active engine
> with more materials
>
> 2011/1/6 bo <[email protected]>
>
>
>
> > Thanks. Is Sophie3D the most advanced, especially it has a purchasable
> > version?
>
> > Regardless, is zbuffer easy to implement in Away3D?
>
> > I am also interested in knowing the polygon roughly supportable to
> > maintain a 20+ frame rate on say a 800x600 screen, among the engines.
> > And which engine has better material support.
>
> > On Jan 6, 6:42 am, Bastian Schneider <[email protected]>
> > wrote:
> > > sophie3d includes an zbuffer and also the upcoming engine noob3d supports
> > a
> > > framebuffer
>
> > > 2011/1/6 bo <[email protected]>
>
> > > > Wondering why Away3D or any of the flash 3D engines don't support
> > > > zbuffer. It may offer speed up for some scenes too.
>
> > > > In theory, the concept is relatively simple to implement, unless it
> > > > doesn't play well with some Away3D or flash components?

Reply via email to