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 !
>>
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>>
>
>
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