[Papervision3D] GridPlane object

jakelewis jakelewis at blueyonder.co.uk
Wed Jan 3 10:31:54 EST 2007


I cant be sure of the implementation of the flash sorting process, but its
very likely that the efficiency is N*ln(N), that is, number of elements *
the natural logarithm of the number of elements.

Hence 2000 elements = 2000 * 7.6* 1 = 15202
20 sets of 100 elements =  100* 4.6 * 20 = 9210

so the 20 * 100 elements sorts in about 60% of the time of 2000 elements.
But the elements would not be as well sorted, as there would be no sorting
between groups of elements.

Sorting and drawing discreet elements will be more cache friendly,
particularly with large textures.

The sorting is done in native code not actionscript, so I doubt the poly
count will have anywhere near the effect on the sorting as it does on
transform, projection etc.

Jake
  -----Original Message-----
  From: Papervision3D-bounces at osflash.org
[mailto:Papervision3D-bounces at osflash.org]On Behalf Of Carlos Ulloa
  Sent: Monday, January 01, 2007 3:54 PM
  To: Papervision3D at osflash.org
  Subject: [Papervision3D] GridPlane object


  Hey John,

  Here's a rough wireframe grid object, you can use instead of a triangled
plane. It works pretty much like Plane.

  http://www.papervision3d.org/downloads/examples/GridPlane.zip

  This is very early, but I thought you would like it. There's only an AS3
version, and it works better on MovieScenes as there's a bug somewhere that
creates artifacts when rendering in a shared container.

  Be great if you used MovieScene to be able to click on the objects to
select them, anyway.

  Regarding sorting between triangles on different objects, we need to do
some benchmarks to see if performance would suffer with the technique we
currently use. I'm not sure how much slower would be to sortOn one big array
(let's say 2000 elements) than sorting all its portions (20 arrays of 100
elements).

  C4RL05
  // noventaynueve.com
  // papervision3d.org
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