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

Paul Spitzer paul at fluid.com
Mon Jun 18 17:26:34 EDT 2007


Ahh, so PV is creating the bitmap at the appropriate (larger) size and 
letting the new player do the rest? Or did I totally misunderstand that?

thanks



Carlos Ulloa wrote:
> 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 <http://papervision3d.org>
>
>
>
> On 18/06/07, *Paul Spitzer* <paul at fluid.com <mailto: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>
>     > <http://carlosulloa.com>, so if anything breaks, please let me
>     know asap.
>     >
>     > Cheers,
>     >
>     > C4RL05
>     > // papervision3d.org <http://papervision3d.org>
>     <http://papervision3d.org>
>     >
>




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