I didn't mean to imply it's not a good feature, I'm just saying we can't prioritize it over all the other features and improvements we are working on at this point. If you want to give it a shot and contribute then that's great! But again, we can't guarantee that it would make it into the engine (although if it's well architected and works well chances are it would.)
I can guarantee you that we are very committed to keeping file sizes (as well as parsing speed) down, which is why we've made sure that AWD2 in that regard is vastly superior to other formats that are in general use. Also, if you find any issues with any file formats (like 3DS), then please file a bug and let us know. Either via e-mail or on this list, or using the issue tracker at www.github.com/away3d/away3d-core-broomstick/issues . Looking forward to hearing about your progress with smoothing! Thanks! :) /R On May 24, 10:38 am, themightyatom <[email protected]> wrote: > Michael > I think client side smoothing would help with your issue > too, as it offers endless LOD possibilities. > E.g. use a low.poly wheel at distance (8 sided), the 3 iteration > smoothed one close up.(64 sided) > You could also adjust the LOD depending on device, using the same > assets, simply by monitoring the actual FPS and/or screen size. > There's a paper by the PS2 team on this. (will try and find the > link...) > > Richard > I'm going to sound like a 40 something who still remembers > modems (which I am), but the only time I ever think of bandwidth as > "not a problem" is working locally :) > Mobile internet means this issue will be with us for a long time to > come, (bandwidth and charges) not to mention device memory capacity. > If I can shave 10% off filesize, without deterioration, I would > generally do it. Shaving 90% off has got to be interesting hasn't it? > If another file format is smaller to start off with, then even better. > (had a few probs with .3ds in Broomstick and found .OBJ more stable > i.e. models loaded every time without normals flipped/facets etc. will > test again with latest build) > > If it should prove to take 10 minutes to run a smoothing algorithm in > Flash, then I'm totally with you, but I can't imagine that will be the > case. In a java example I've seen it's almost instant. > I'll start with an AS3 implementation, just to get familiar with the > maths, but if that's too slow, maybe a PixelBender shader would be the > answer? > > For my current project scenario it would be a one time operation when > a model first loads, with fallback to low poly when viewed at > distance, or with many objects in the scene. > > I will gladly share my test results here, and would be delighted to > contribute to this fabulous engine :) > > Skål! > > Pete > > On May 23, 6:53 pm, richardolsson <[email protected]> wrote: > > > > > > > > > It's an interesting idea, but bandwidth is not really as big a problem > > as you would think if you choose formats that are more optimized than > > OBJ. Looking at geometry only, 3DS tends to be about 40% of an OBJ > > containing the same data, and deflated AWD2 is about 20%. So if you > > would use AWD (as will be our recommendation once Away3D 4.0 and AWD > > is stable), you would likely be able to store the smoothed model in > > 250kb, which is not that bad. > > > Still, it's an interesting idea, and I would be keen to see some > > benchmarks on how quickly the smoothing can be calculated in AS3. > > Simple sub-division is of course rather quick, but smoothing is likely > > a bit more complex and I'm not convinced the actual operation of > > smoothing the geometries would be fast enough (especially on lower end > > CPUs) to provide any substantial improvement over loading high-res > > models in optimized formats. > > > If you are interested in trying it out and contribute the code, let us > > know, and we can discuss it! > > > Cheers > > /R > > > On May 23, 1:40 pm, Michael Iv <[email protected]> wrote: > > > > Adding more subdivisions is not the biggest problem here as it seems to > > > me, > > > but rather that Molehill is not so strong as native OpenGL to > > > run smoothly such high res models .Anyhow would like to see such a feature > > > in Away3D :) > > > > On Mon, May 23, 2011 at 2:04 PM, themightyatom > > > <[email protected]>wrote: > > > > > Now we've finally got the power to display high-res models in Flash > > > > via Molehill, the next bottleneck seems to be bandwidth. > > > > In 3D Studio MAX I am often using TurboSmooth on relatively low-poly > > > > models, taking them from 100Kb, to 1.2Mb when exported as .OBJ > > > > > It struck me that if we could implement TurboSmooth, or similar > > > > smoothing algorithm in the client, we could send low res models over > > > > the wire, and have them come out smooth in the browser. > > > > > Is anybody working on this in Broomstick? I've got loads of examples > > > > of the "theory", but the only source I can find is OpenGL/C++ (and > > > > pages of it) > > > >http://www.holmes3d.net/graphics/subdivision/ > > > > > I will be looking into Loop Scheme myself, but any pointers, examples, > > > > help, etc. greatly appreciated :O) > > > > > Cheers, > > > > > Pete > > > > -- > > > Michael Ivanov ,Programmer > > > Neurotech Solutions Ltd. > > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net > > > Tel:054-4962254 > > > [email protected] > > > [email protected]
