Right. I'm still thinking there might be a way to make this all 
significantly faster. I have a feeling that there may be some 
non-trivial optimizations to be done. I have a lot of faith in the 
DisplacementMapFilter despite its quite obvious shortcomings. We'd have 
to look at what exactly is the bottleneck (obviously rendering is one, 
although there might be other fun stuff to take a stab at). Dynamically 
generating DisplacementMapFilter maps from a few base maps and doing 
some quick and dirty interpolation steps using add, subtract and a lot 
of hacking might work out decently. Of course, it's understood that you 
can't simply compose two displacement maps and obtain the intermediate 
one since it's all likely globally non-linear but it might be 
non-trivially quasi-linear for small enough displacement map 
differences, and that might be enough to make it useful. Just a thought.

Back to Lagrangian mechanics now...

Patrick

//I'm not on FlashCoders so I'm responding here.

Alan Shaw wrote:

> On 1/28/06, *Patrick Mineault* <[EMAIL PROTECTED] 
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     4 fps here too. There's probably some decent optimizing to do
>     here. What
>     method is used to transform the bitmaps?
>
>
> Oops, we've managed to get this discussion split into two threads, one 
> at osflash and one at flashcoders.  In gmail it all looks like one 
> "conversation."  It would be nice if all responses would once again go 
> to [email protected] 
> <mailto:[email protected]>.
>
> As for the transformation method, I mention this in my blog at
> http://nodename.com/blog/2006/01/27/the-sandy-as2-3d-api-and-a-flash-cubic-panorama-tutorial/
> where I also point to the Sandy tutorial that introduces this swf.  I 
> didn't plan for people to see the swf without reading the tutorial first!
>
> -A
>
> *
>
>
> *
>
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