Best way to create a ground

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Best way to create a ground

by babeuf :: Rate this Message:

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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 !

Re: Best way to create a ground

by Peter Velichkov-2 :: Rate this Message:

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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

Re: Best way to create a ground

by babeuf :: Rate this Message:

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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

Re: Best way to create a ground

by apinstein :: Rate this Message:

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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

Re: Best way to create a ground

by babeuf :: Rate this Message:

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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

Re: Best way to create a ground

by apinstein :: Rate this Message:

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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;
       }







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

pv3d-flash10.patch (9K) Download Attachment

Re: Best way to create a ground

by Guillaume Dobbels :: Rate this Message:

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Hi 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

Re: Best way to create a ground

by Volker F. :: Rate this Message:

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Project -> 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



Guillaume Dobbels wrote:
Hi 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@osflash.org
>>>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>>>>
>>>>>
>>>>
>>>>
>>>> _______________________________________________
>>>> Papervision3D mailing list
>>>> Papervision3D@osflash.org
>>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>>
>>>
>>> _______________________________________________
>>> Papervision3D mailing list
>>> Papervision3D@osflash.org
>>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>>>
>>>
>>
>>
>> _______________________________________________
>> Papervision3D mailing list
>> Papervision3D@osflash.org
>> http://osflash.org/mailman/listinfo/papervision3d_osflash.org
>
> _______________________________________________
> Papervision3D mailing list
> Papervision3D@osflash.org
> http://osflash.org/mailman/listinfo/papervision3d_osflash.org


_______________________________________________
Papervision3D mailing list
Papervision3D@osflash.org
http://osflash.org/mailman/listinfo/papervision3d_osflash.org