[Papervision3D] Tiles + Isometry Repost

jakelewis jakelewis at blueyonder.co.uk
Thu Jan 4 14:47:40 EST 2007


I'm not sure that the render pipeline is so much different - just skipping
the divide by z should be sufficient.

What will really help is that in isometric(orthographic) projection we can
render quads rather than triangles. This should more or less double the
actionscript runtime performance.

Maybe the collada/ASE importers should import quads by default. This would
reduce model bandwidth, halve face normal calculation and halve sorting
calculations.  The isometric renderer will just send the quad to render,
where as the perspective renderer will send verts 0,1,2 first, then rejig
the bitmap matrix before sending vers 2,3,0.

We would still need the triangle renderer as not all shapes can be
represented solely with quads.

Jake


-----Original Message-----
From: Papervision3D-bounces at osflash.org
[mailto:Papervision3D-bounces at osflash.org]On Behalf Of Jon Bradley
Sent: Thursday, January 04, 2007 1:38 PM
To: Papervision3D at osflash.org
Subject: Re: [Papervision3D] Tiles + Isometry Repost


Actually it's both a camera and an isometric draw function you'd need.

A separate draw routine would be in order for an isometric view so
that you can efficiently draw the scene without perspective
calculations. In this setup, you need a special orthographic camera
and a separate draw routine that is used when this orthographic
camera is the current view active.

By having the camera superclass, implementing an orthographic camera
should be relatively easy. It's the render function that'll take a
bit of effort. The math is much easier and faster for an isometric
render.

 From a standpoint of whether or not it should be done in PV3D, I
think the support should be there. Orthographic cameras are very
useful and definitely have their place. If we build a full modeling
application with PV3D, we need the orthographic camera in there. :)

Pauilus - maybe this is something you can try to tackle - implement
an isometric draw routine and an orthographic camera.

Any thoughts?

- Jon


On Jan 4, 2007, at 1:21 PM, Paulius Uza wrote:

> Thanks for making things clear, Carlos. We double that request for
> isometric camera :)
>
> Paulius
>
> Carlos Ulloa wrote:
>> Hi Paulius,
>>
>>> Is it possible to render a 3D object in an ISOMETRIC way with
>>> current
>>> PV3D release? (for use with tile based games)
>>
>> I don't think it's possible to render in isometric. Maybe there are
>> camera settings that would approximate, but it won't be very
>> efficient. It's already in the todo list, but it doesn't have a high
>> priority.
>>
>>> Is it possible to render a 3D object to flat, transparent bitmap
>>> without
>>> displaying the 3D object itself? (for use with tile based games)
>>
>> It should be possible to render into a container and then draw a
>> bitmap out of it, but I'm not sure there's an easy way to do it.
>> That's something we need to work on in the near future. Check out
>> Ralph's latest demo that renders into a bitmap.
>>
>> C4RL05
>> // noventaynueve.com <http://noventaynueve.com>
>> // papervision3d.org <http://papervision3d.org>
>>
>>
>>
>> On 04/01/07, *Paulius Uza* <pauliusuza at gmail.com
>> <mailto:pauliusuza at gmail.com>> wrote:
>>
>>     Sorry, but I have to repost my Questions because the thread
>> has been
>>     hijacked.
>>
>>     Is it possible to render a 3D object in an ISOMETRIC way with
>> current
>>     PV3D release? (for use with tile based games)
>>     Is it possible to render a 3D object to flat, transparent bitmap
>>     without
>>     displaying the 3D object itself? (for use with tile based games)
>>
>>     If no, can we have that as a feature request?
>>
>>     Regards,
>>     Paulius
>>
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>>
>>
>
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