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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 !
>>>
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>>>
>>
>>
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>
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