> 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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