what you reffer to is not as simple as you might think.
nurbs or surface interpretation are not an easy to do, especially in flash 10.
We did actually a few attemps on this, but overhead was way too big to offer 
any gain.
Even similar approaches in concepts such as dynamic LOD were simply too heavy.

> My question is when we will use curves on models and other shapes?
Curves are actually on our to do, not for surface treatment at first.
But who knows, may be later on, after we have a better understanding of the raw 
power that we have now, that we will try again.

also keep in mind that in many cases where nurbs/surface interpretations are 
used for display, you cannot really talk about realtime solutions,
thats how modo, 3d max and others sometimes display the objects. Its mainly 
ment to help simplify what you see on screen. Obviously this charms your 
designer's eye.
Molehill however eats tons of triangles, want to eat only triangles, nothing 
but triangles. no other primitives: just triangles!
So by definition, any stored surface definition other than triangulated would 
require a marschalling at some point. or a gpu thingy that we do not know now.

> i still see crappy models on fp 11 demos.
That's not a nice way to describe the work of others.

Fabrice



On Mar 30, 2011, at 12:56 PM, viaria wrote:

> title pretty much tells what i wonder,
> i know a story (http://goo.gl/KpyL) in 3d computer graphics people
> used to use lines except curves, and a guy sad let's use curves for
> this, because there was no way to make a smoth sphere.
> and i can guess with flash player 10 it is cpu intensive.
> My question is when we will use curves on models and other shapes? i
> still see crappy models on fp 11 demos.
> Thanks
> 
> 

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