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

Carlos Ulloa c4rl054321 at gmail.com
Mon Jun 18 17:43:06 EDT 2007


Yes, the idea is to create a bitmap that's just bigger enough for mip
mapping to work. UV coordinates are adjusted accordingly, so the rendered
output doesn't change.

C4RL05
// papervision3d.org



On 18/06/07, Paul Spitzer <paul at fluid.com> wrote:
>
> 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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