[Papervision3D] [NEW REVISION] Papervision3D AS3 RC1 (Revision 77)

Carlos Ulloa c4rl054321 at gmail.com
Mon Jun 18 16:03:16 EDT 2007


Hi,

The render loop code remains identical, so no performance is lost there. On
the other side, there are huge speed improvements, particularly when using
smooth=true. The changes don't have any effect when running in previous
player other than slightly higher ram usage.

In terms of image quality, take a look at this:

http://www.papervision3d.org/blog/jpg/mipmapping.png

The difference is bigger on textures that are rendered in a much smaller
than the original, but it looks great on bigger textures too.

It's VERY cool,

C4RL05
// papervision3d.org



On 18/06/07, Paul Spitzer <paul at fluid.com> wrote:
>
> Curious if this has any impact on performance?
>
> Carlos Ulloa wrote:
> > Hello,
> >
> > I've just committed a new AS3 RC1 revision that implements automatic
> > mip mapping for all textured materials.
> >
> > As you probably have read, mip mapping is already automatic in the new
> > beta release of the Flash Player, but it requires textures to be of a
> > certain size for mip maps to be generated.
> >
> > Auto mip mapping in Papervision3D supports textures of any size, just
> > recompile your existing code and it should work.
> >
> > This feature has been implemented in all the textured materials, to
> > adjust it you will find a couple of static variables in BitmapMaterial:
> >
> > AUTO_MIP_MAPPING :Boolean // Enables auto mip mapping. Defaults to true.
> >
> > MIP_MAP_DEPTH :Number // Minimum depth of mip mapping. The number of
> > levels produced is 2^n. Defaults to a depth of 4, creating at least 16
> > mip maps.
> >
> > It works by creating a bigger bitmap than requested, and then
> > adjusting the UV matrix accordingly. I haven't played much with this,
> > just recompiled the shark and carlosulloa.com
> > <http://carlosulloa.com>, so if anything breaks, please let me know
> asap.
> >
> > Cheers,
> >
> > C4RL05
> > // papervision3d.org <http://papervision3d.org>
> >
>
>
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