Re: [Flashcoders] Rounded Polygons; rounded triangles
Hi, nope not really, but I do know polymercode http://www.polymercode.com/code/index.php has a nice set of drawing tools for as2. If you combine that with the knowledge of how to draw a curve through a controlpoint: http://books.google.com/books?id=zK7zaGGVi60Cpg=PA78lpg=PA78dq=how+to+draw+a+curve+through+a+controlpointsource=blots=yRYuZFe8Vhsig=H5GgAEoYJmMpxmUd-7_Fn9dmZfohl=enei=dt0PSrHaD6HUjAf3henkCAsa=Xoi=book_resultct=resultresnum=6 (from foundation actionscript 3 animation) it shouldn't be too hard to turn the hard curves in the drawing into rounded corners. hth! JC On Fri, May 15, 2009 at 9:49 PM, John Giotta jdgio...@gmail.com wrote: I've searched for polygon draw classes and functions, but I can't find anything that can do rounded corner polygons. Anyone on the list come across or written a decent set of code that can? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] anti-aliasing
Hello, I am trying to draw shapes using pixel manipulation, and I am pretty sure I understand most of the concepts; yet, as I am pretty new to this, I am unsure how to go about doing this most efficiently in code. Does anyone have any links, tutorials, commented code? Are there tried and true formulae I should be using that you may know of? or should I just look at converting a library from another language because there is no point reinventing the wheel because the best formulae have been found? should I be discussing this on a different list? Thanks, Anthony ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] anti-aliasing
I already know how to draw shapes using the built in tools. and the math for it is not a problem in the slightest; yet, it is the anti-aliasing of the lines, when trying to draw them with setPixel() or setPixel32, that I am new to. Ron Wheeler wrote: You are on the right list. To get some help, you will probably have to give more details. - 2D or 3D - vectors or rasters - images or drawings - what kind of shapes - dynamic or static - data driven or algorithmic - user interaction desired - low-res icons or sprites for a game or beautifully rendered images suitable for printing Google is also your friend. Ron Anthony Pace wrote: Hello, I am trying to draw shapes using pixel manipulation, and I am pretty sure I understand most of the concepts; yet, as I am pretty new to this, I am unsure how to go about doing this most efficiently in code. Does anyone have any links, tutorials, commented code? Are there tried and true formulae I should be using that you may know of? or should I just look at converting a library from another language because there is no point reinventing the wheel because the best formulae have been found? should I be discussing this on a different list? Thanks, Anthony ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Multiplying a Vector3D by a projection Matrix3D
I am sorry for replying late. And thank you very much for your comment, Ron. I think that the results was interesting. Because no number multiplied by 0 comes to be 1. It would take a little time to explain my point. Therefore I wrote it in our blog. Vector3D.w property for multiplication http://blog.jactionscripters.com/2009/05/17/test/ Any comments would be very appreciated. _ Ron Wheeler wrote: Fumio Nonaka wrote: var myMatrix3D:Matrix3D = new Matrix3D(); var myVector3D:Vector3D = new Vector3D(); trace(myVector3D, myVector3D.w); // Output: Vector3D(0, 0, 0) 0 myVector3D = myMatrix3D.transformVector(myVector3D); trace(myVector3D, myVector3D.w); // Output: Vector3D(0, 0, 0) 1 You seem to be multiplying a null vector(zero length located at 0,0,0 at the best interpretation) by a null or zero transformation. The results will not be very interesting . Perhaps you might try it with a not null vector and a not null transformation and see if you get something more interesting. Good luck, -- Fumio Nonaka http://www.FumioNonaka.com/ My bookshttp://www.FumioNonaka.com/Books/index.html Blog in Englishhttp://blog.jactionscripters.com/ Flash communityhttp://F-site.org/ ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders