[Papervision3D] Wish list after PV3D RC1
Carlos Ulloa
c4rl054321 at gmail.com
Sat Feb 3 05:02:32 EST 2007
If you grouped the plane and the sphere in Max, you wouldn't need to have
two scenes.
But it would be less efficient as it would need to sort all the polys.
It would be cool to have layers or something like that for this cases.
C4RL05
// noventaynueve.com
// papervision3d.org
On 03/02/07, ricardo cabello ~ mr.doob <info at mrdoob.com> wrote:
>
> You're welcome ;)
>
> I did the demo with 2 scenes because when I was doing then with only 1
> the plane was going on the top of the sphere sometimes (the famous
> clipping issues). Sometimes the plane was eating almost half of the
> sphere, so the best thing to do was doing a hand made sorting there as
> the plane always needed to be renderer after the sphere.
>
> --
> Ricardo Cabello ~ Mr.doob
> Designer + Developer
>
> Web: http://mrdoob.com
> RSS feed: http://mrdoob.com/rss.php
> MSN: info at mrdoob.com
>
>
> Carlos Ulloa wrote:
> > Thanks for the present, Ricardo :)
> >
> > It's a really beautiful example of what can be done with texture baking.
> >
> > Regarding your wishlist:
> >
> > Wish #1: Parsing cameras from Collada: It's on the todo list. I really
> > look forward to it.
> >
> > Wish #2: Scale: I think it's actually broken. Will be fixed soon.
> >
> > Wish #3: addChild( DisplayObject3D ): This is already implemented.
> > DisplayObjectContainer3D.addChild supports DisplayObject3D and
> > GeometryObject3D. If a geometry is supplied, it creates a
> > displayobject3d instance. If it's already a displayobject3d, it just
> > includes it in the hierarchy.
> >
> > Bonus #1: Triangulated check: Nice idea and really easy to do. Got to
> > remember to put it.
> >
> > Bonus #2: Normals flipped: I've noticed a strange behaviour when
> > importing from Max and Maya. Got to check that. The Collada importer
> > supports Y Up and Z Up (you can configure Maya for both cases, not
> > sure about Max). I'll look into it.
> >
> > In any case, materials now have a new property called opposite. From
> > the Maya docs: "Opposite flips the surface normals. /Double-Sided must
> > be off to set Opposite/." Property doubleSided has also been added, as
> > oneSide is not very standard (you can use either).
> >
> > I've been looking at your demo, and I'm not sure why you use two
> > scenes. It would be cleaner to parse just one Collada scene that
> > already included the plane shadow.
> >
> > Excellent work.
> >
> > C4RL05
> > // noventaynueve.com <http://noventaynueve.com>
> > // papervision3d.org <http://papervision3d.org>
> >
> >
> > On 02/02/07, *ricardo cabello ~ mr.doob* <info at mrdoob.com
> > <mailto:info at mrdoob.com>> wrote:
> >
> > Mr. Ulloa, that is just great! Thanks a lot for all the work you're
> > doing :) And of course thanks to everyone that is helping in the
> > background too !!\o/!!
> >
> > I've been testing it a little bit this night, and I have a wish list
> > already. However, as I don't like these kind of people that asks
> > features and don't do anything. Here is a little present for you ;)
> >
> > http://www.ricardocabello.com/index.php?postid=309
> > <http://www.ricardocabello.com/index.php?postid=309>
> >
> >
> > My wish list:
> >
> >
> > Wish #1 (the most important one, I would kill for this one!! ;)):
> > --
> > scene.loadColada('myScene.dae',MaterialsList);
> > /* loop3D */
> > myCamera:Camera3D = scene.getCameraByName ('camera01');
> > this.scene.renderCamera ( myCamera );
> > --
> >
> >
> > Wish #2:
> > --
> > /* loop3D */
> > torus = this.scene.getChildByName('Torus01');
> > torus.scale ++; // this would be cool to see easily if your scene
> > is too
> > big or too small (althought having the Camera support will be
> better).
> > --
> >
> >
> > Wish #3 (Maybe this one is possible already):
> > --
> > library.loadCollada('myScene.dae',MaterialsList);
> >
> > scene.addChild (library.getChildByName('object01');
> > scene.addChild(library.getChildByName('object02');
> > --
> >
> >
> > (Bonus!) Suggestion:
> > --
> > scene.loadCollada('myScene.dae',MaterialsList);
> > // If the 'triangulate' checkbox wasn't checked PV3D Collada parser
> > won't work. A detection for this would be great like "*WARNING* Make
> > sure you triangulate when exporting the scene"
> > --
> >
> > (Bonus x2!) Bug:
> > --
> > For some reason, when exporting to collada with Max, all the
> > normals of
> > the meshes are flipped, I had to flip them on max to be able to
> > see the
> > scene properly (maybe this has some relation with the coordinate
> > system
> > being in another way in MAX?)
> > --
> >
> > Cheers!
> >
> > --
> > Ricardo Cabello ~ Mr.doob
> > Designer + Developer
> >
> > Web: http://mrdoob.com
> > RSS feed: http://mrdoob.com/rss.php
> > MSN: info at mrdoob.com <mailto:info at mrdoob.com>
> >
> >
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