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Best way to create a groundHello everybody, i'm Damien , flash coder from France.
My question is the following : what is the best way and what are the tips to create a ground with a large textured plane for a a pv3d game. I m searching for long now but i can't find a really good compromise. If i use a detailed plane (30x30 segments ) the rendering is correct but the number of triangles is pretty high and FPS drops down. If i use a less detailed plane ( 20x20 segments ), the number of triangles really drops down and FPS is good, but the straights lines on my texture don't look straight anymore. What are the tips to optimize a large plane preserving most of the quality ? Thx ! |
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Re: Best way to create a groundTry material.precise = true;
Cheers, Peter ---- web: http://www.creonfx.com blog: http://blog.creonfx.com skype: peterv-at-work twitter: http://twitter.com/pvelichkov babeuf wrote: > Hello everybody, i'm Damien , flash coder from France. > > My question is the following : what is the best way and what are the tips to > create a ground with a large textured plane for a a pv3d game. > > I m searching for long now but i can't find a really good compromise. > > If i use a detailed plane (30x30 segments ) the rendering is correct but > the number of triangles is pretty high and FPS drops down. > > If i use a less detailed plane ( 20x20 segments ), the number of triangles > really drops down and FPS is good, but the straights lines on my texture > don't look straight anymore. > > What are the tips to optimize a large plane preserving most of the quality ? > > Thx ! _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundThanks for the reply, i had not thought about playing with precise value !
With precise on, the render is absolutely perfect but the number of triangles is always very high by default. I didn't knew the pixelPrecision property. Maybe setting this value properly with a precise texture is the best solution i can find. The first result are quite good ! One strange thing ( maybe an issue ) : ------- trace ( material.pixelPrecision ) outputs 8 => triangles on scene : 1200 ; ----------- material.pixelPrecision = 8 ; trace ( material.pixelPrecision ) outputs 8 => triangles on scene : 700; -------- Peter Velichkov a écrit : > Try material.precise = true; > > Cheers, > Peter > > > ---- > web: http://www.creonfx.com > blog: http://blog.creonfx.com > skype: peterv-at-work > twitter: http://twitter.com/pvelichkov > > babeuf wrote: >> Hello everybody, i'm Damien , flash coder from France. >> My question is the following : what is the best way and what are the >> tips to >> create a ground with a large textured plane for a a pv3d game. >> I m searching for long now but i can't find a really good compromise. >> If i use a detailed plane (30x30 segments ) the rendering is correct >> but >> the number of triangles is pretty high and FPS drops down. >> If i use a less detailed plane ( 20x20 segments ), the number of >> triangles >> really drops down and FPS is good, but the straights lines on my texture >> don't look straight anymore. >> What are the tips to optimize a large plane preserving most of the >> quality ? >> Thx ! > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org > > _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundYou can drop your segments very low if you use precise. Precise=true
dynamically adds triangles as needed. I also have written a patch for Papervision's BitmapMaterial that uses Flash 10's drawTriangles() method which provides precise texturemapping at very high speed. You can see a recent thread on this list with many more details on that topic. Alan On Jul 1, 2009, at 5:03 AM, Damien Pegoraro wrote: > Thanks for the reply, i had not thought about playing with precise > value ! > > With precise on, the render is absolutely perfect but the number > of triangles is always very high by default. > > I didn't knew the pixelPrecision property. Maybe setting this value > properly with a precise texture is the best solution i can find. The > first result are quite good ! > > One strange thing ( maybe an issue ) : > > ------- > trace ( material.pixelPrecision ) outputs 8 => triangles on scene : > 1200 ; > ----------- > material.pixelPrecision = 8 ; > trace ( material.pixelPrecision ) outputs 8 => triangles on scene : > 700; > -------- > > > > > > Peter Velichkov a écrit : >> Try material.precise = true; >> >> Cheers, >> Peter >> >> >> ---- >> web: http://www.creonfx.com >> blog: http://blog.creonfx.com >> skype: peterv-at-work >> twitter: http://twitter.com/pvelichkov >> >> babeuf wrote: >>> Hello everybody, i'm Damien , flash coder from France. >>> My question is the following : what is the best way and what are >>> the tips to >>> create a ground with a large textured plane for a a pv3d game. >>> I m searching for long now but i can't find a really good >>> compromise. >>> If i use a detailed plane (30x30 segments ) the rendering is >>> correct but >>> the number of triangles is pretty high and FPS drops down. If i >>> use a less detailed plane ( 20x20 segments ), the number of >>> triangles >>> really drops down and FPS is good, but the straights lines on my >>> texture >>> don't look straight anymore. >>> What are the tips to optimize a large plane preserving most of the >>> quality ? >>> Thx ! >> >> _______________________________________________ >> Papervision3D mailing list >> Papervision3D@... >> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >> >> > > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundI just tried your BitmapF10Material patch. It works great (just have to
think to set precise to false) . the rendering is fast and very clean. That's a really great work ! Thank you ! Damien (waiting for PapervisionX) Alan Pinstein a écrit : > You can drop your segments very low if you use precise. Precise=true > dynamically adds triangles as needed. > > I also have written a patch for Papervision's BitmapMaterial that uses > Flash 10's drawTriangles() method which provides precise > texturemapping at very high speed. You can see a recent thread on this > list with many more details on that topic. > > Alan > > On Jul 1, 2009, at 5:03 AM, Damien Pegoraro wrote: > >> Thanks for the reply, i had not thought about playing with precise >> value ! >> >> With precise on, the render is absolutely perfect but the number of >> triangles is always very high by default. >> >> I didn't knew the pixelPrecision property. Maybe setting this value >> properly with a precise texture is the best solution i can find. The >> first result are quite good ! >> >> One strange thing ( maybe an issue ) : >> >> ------- >> trace ( material.pixelPrecision ) outputs 8 => triangles on scene : >> 1200 ; >> ----------- >> material.pixelPrecision = 8 ; >> trace ( material.pixelPrecision ) outputs 8 => triangles on scene : 700; >> -------- >> >> >> >> >> >> Peter Velichkov a écrit : >>> Try material.precise = true; >>> >>> Cheers, >>> Peter >>> >>> >>> ---- >>> web: http://www.creonfx.com >>> blog: http://blog.creonfx.com >>> skype: peterv-at-work >>> twitter: http://twitter.com/pvelichkov >>> >>> babeuf wrote: >>>> Hello everybody, i'm Damien , flash coder from France. >>>> My question is the following : what is the best way and what are >>>> the tips to >>>> create a ground with a large textured plane for a a pv3d game. >>>> I m searching for long now but i can't find a really good compromise. >>>> If i use a detailed plane (30x30 segments ) the rendering is >>>> correct but >>>> the number of triangles is pretty high and FPS drops down. If i >>>> use a less detailed plane ( 20x20 segments ), the number of triangles >>>> really drops down and FPS is good, but the straights lines on my >>>> texture >>>> don't look straight anymore. >>>> What are the tips to optimize a large plane preserving most of the >>>> quality ? >>>> Thx ! >>> >>> _______________________________________________ >>> Papervision3D mailing list >>> Papervision3D@... >>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >>> >>> >> >> >> _______________________________________________ >> Papervision3D mailing list >> Papervision3D@... >> http://osflash.org/mailman/listinfo/papervision3d_osflash.org > > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org > > _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundCool!
Actually I think there might be a more recent patch... (attached) Yeah, I recently re-did the patch to work more seamlessly with existing PV3D infrastructure. You need to compile the lib (or src) with "-define=flash10,true". For your project, you'll need to build 2 versions, one for Flash9 and one for Flash10. We use "-define= flashTargetVersion,10" to target the proper version and set precise as appropriate for each version. if (CONFIG::flashTargetVersion == 9) { // On Flash 9 we need to enable emulation of perspective- correct texture mapping this.precise = true; // reduces speed by ~40%; improves texturemapping for triangles at an angle to camera (edges of the pano). overall this is worth speed hit b/c often we have a wide viewer which exaggates the effect fixed by "precise" this.precision = 8; // threshold for whether to draw extra triangles } else if (CONFIG::flashTargetVersion == 10) { // On Flash 10, we need to only turn on pricision and use our custom Flash 10 graphics.drawTriangles() method for achieving perfect perspective correction at high speed. this.precise = true; this.precisionMode = PrecisionMode.FLASH_10; } Enjoy! Alan On Jul 1, 2009, at 10:06 AM, Damien Pegoraro wrote: > I just tried your BitmapF10Material patch. It works great (just have > to think to set precise to false) . the rendering is fast and very > clean. > > That's a really great work ! Thank you ! > > Damien (waiting for PapervisionX) > > > Alan Pinstein a écrit : >> You can drop your segments very low if you use precise. >> Precise=true dynamically adds triangles as needed. >> >> I also have written a patch for Papervision's BitmapMaterial that >> uses Flash 10's drawTriangles() method which provides precise >> texturemapping at very high speed. You can see a recent thread on >> this list with many more details on that topic. >> >> Alan >> >> On Jul 1, 2009, at 5:03 AM, Damien Pegoraro wrote: >> >>> Thanks for the reply, i had not thought about playing with precise >>> value ! >>> >>> With precise on, the render is absolutely perfect but the number >>> of triangles is always very high by default. >>> >>> I didn't knew the pixelPrecision property. Maybe setting this >>> value properly with a precise texture is the best solution i can >>> find. The first result are quite good ! >>> >>> One strange thing ( maybe an issue ) : >>> >>> ------- >>> trace ( material.pixelPrecision ) outputs 8 => triangles on >>> scene : 1200 ; >>> ----------- >>> material.pixelPrecision = 8 ; >>> trace ( material.pixelPrecision ) outputs 8 => triangles on >>> scene : 700; >>> -------- >>> >>> >>> >>> >>> >>> Peter Velichkov a écrit : >>>> Try material.precise = true; >>>> >>>> Cheers, >>>> Peter >>>> >>>> >>>> ---- >>>> web: http://www.creonfx.com >>>> blog: http://blog.creonfx.com >>>> skype: peterv-at-work >>>> twitter: http://twitter.com/pvelichkov >>>> >>>> babeuf wrote: >>>>> Hello everybody, i'm Damien , flash coder from France. >>>>> My question is the following : what is the best way and what are >>>>> the tips to >>>>> create a ground with a large textured plane for a a pv3d game. >>>>> I m searching for long now but i can't find a really good >>>>> compromise. >>>>> If i use a detailed plane (30x30 segments ) the rendering is >>>>> correct but >>>>> the number of triangles is pretty high and FPS drops down. If i >>>>> use a less detailed plane ( 20x20 segments ), the number of >>>>> triangles >>>>> really drops down and FPS is good, but the straights lines on my >>>>> texture >>>>> don't look straight anymore. >>>>> What are the tips to optimize a large plane preserving most of >>>>> the quality ? >>>>> Thx ! >>>> >>>> _______________________________________________ >>>> Papervision3D mailing list >>>> Papervision3D@... >>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >>>> >>>> >>> >>> >>> _______________________________________________ >>> Papervision3D mailing list >>> Papervision3D@... >>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >> >> >> _______________________________________________ >> Papervision3D mailing list >> Papervision3D@... >> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >> >> > > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundHi Alan,
Your patch looks very usefull for me but don't know how to define flash10 variable in Eclipse with flex builder plug-in... I try with .actionScriptProperty without result. Where can I define it ? Regards, Guillaume Le 1 juil. 09 à 16:17, Alan Pinstein a écrit : > Cool! > > Actually I think there might be a more recent patch... (attached) > > Yeah, I recently re-did the patch to work more seamlessly with > existing PV3D infrastructure. > > You need to compile the lib (or src) with "-define=flash10,true". > > For your project, you'll need to build 2 versions, one for Flash9 > and one for Flash10. We use "-define= flashTargetVersion,10" to > target the proper version and set precise as appropriate for each > version. > > if (CONFIG::flashTargetVersion == 9) > { > // On Flash 9 we need to enable emulation of perspective- > correct texture mapping > this.precise = true; // reduces speed by ~40%; > improves texturemapping for triangles at an angle to camera (edges > of the pano). overall this is worth speed hit b/c often we have a > wide viewer which exaggates the effect fixed by "precise" > this.precision = 8; // threshold for whether to > draw extra triangles > } > else if (CONFIG::flashTargetVersion == 10) > { > // On Flash 10, we need to only turn on pricision and use our > custom Flash 10 graphics.drawTriangles() method for achieving > perfect perspective correction at high speed. > this.precise = true; > this.precisionMode = PrecisionMode.FLASH_10; > } > > > <pv3d-flash10.patch> > > > Enjoy! > > Alan > > > On Jul 1, 2009, at 10:06 AM, Damien Pegoraro wrote: > >> I just tried your BitmapF10Material patch. It works great (just >> have to think to set precise to false) . the rendering is fast and >> very clean. >> >> That's a really great work ! Thank you ! >> >> Damien (waiting for PapervisionX) >> >> >> Alan Pinstein a écrit : >>> You can drop your segments very low if you use precise. >>> Precise=true dynamically adds triangles as needed. >>> >>> I also have written a patch for Papervision's BitmapMaterial that >>> uses Flash 10's drawTriangles() method which provides precise >>> texturemapping at very high speed. You can see a recent thread on >>> this list with many more details on that topic. >>> >>> Alan >>> >>> On Jul 1, 2009, at 5:03 AM, Damien Pegoraro wrote: >>> >>>> Thanks for the reply, i had not thought about playing with >>>> precise value ! >>>> >>>> With precise on, the render is absolutely perfect but the >>>> number of triangles is always very high by default. >>>> >>>> I didn't knew the pixelPrecision property. Maybe setting this >>>> value properly with a precise texture is the best solution i can >>>> find. The first result are quite good ! >>>> >>>> One strange thing ( maybe an issue ) : >>>> >>>> ------- >>>> trace ( material.pixelPrecision ) outputs 8 => triangles on >>>> scene : 1200 ; >>>> ----------- >>>> material.pixelPrecision = 8 ; >>>> trace ( material.pixelPrecision ) outputs 8 => triangles on >>>> scene : 700; >>>> -------- >>>> >>>> >>>> >>>> >>>> >>>> Peter Velichkov a écrit : >>>>> Try material.precise = true; >>>>> >>>>> Cheers, >>>>> Peter >>>>> >>>>> >>>>> ---- >>>>> web: http://www.creonfx.com >>>>> blog: http://blog.creonfx.com >>>>> skype: peterv-at-work >>>>> twitter: http://twitter.com/pvelichkov >>>>> >>>>> babeuf wrote: >>>>>> Hello everybody, i'm Damien , flash coder from France. >>>>>> My question is the following : what is the best way and what >>>>>> are the tips to >>>>>> create a ground with a large textured plane for a a pv3d game. >>>>>> I m searching for long now but i can't find a really good >>>>>> compromise. >>>>>> If i use a detailed plane (30x30 segments ) the rendering is >>>>>> correct but >>>>>> the number of triangles is pretty high and FPS drops down. If >>>>>> i use a less detailed plane ( 20x20 segments ), the number of >>>>>> triangles >>>>>> really drops down and FPS is good, but the straights lines on >>>>>> my texture >>>>>> don't look straight anymore. >>>>>> What are the tips to optimize a large plane preserving most of >>>>>> the quality ? >>>>>> Thx ! >>>>> >>>>> _______________________________________________ >>>>> Papervision3D mailing list >>>>> Papervision3D@... >>>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >>>>> >>>>> >>>> >>>> >>>> _______________________________________________ >>>> Papervision3D mailing list >>>> Papervision3D@... >>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >>> >>> >>> _______________________________________________ >>> Papervision3D mailing list >>> Papervision3D@... >>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org >>> >>> >> >> >> _______________________________________________ >> Papervision3D mailing list >> Papervision3D@... >> http://osflash.org/mailman/listinfo/papervision3d_osflash.org > > _______________________________________________ > Papervision3D mailing list > Papervision3D@... > http://osflash.org/mailman/listinfo/papervision3d_osflash.org _______________________________________________ Papervision3D mailing list Papervision3D@... http://osflash.org/mailman/listinfo/papervision3d_osflash.org |
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Re: Best way to create a groundProject -> Properties -> Flex Library Compiler -> Additional Compiler Arguments
-define=CONFIG::flash10,true I use this patch too. Thank you very much to Alan for his work. Will there be a increase in texture perfomance with PapervisionX? I think not. Volker
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