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

Paul Spitzer paul at fluid.com
Mon Jun 18 17:48:14 EDT 2007


In the famous words of Mr. Grden... rock on! \m/ :)

John Grden wrote:
> you sprekenzy perfectly paul ;)
>
> On 6/18/07, *Paul Spitzer* <paul at fluid.com <mailto: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> <
>     http://papervision3d.org>
>     >
>     >
>     >
>     > On 18/06/07, *Paul Spitzer* <paul at fluid.com
>     <mailto:paul at fluid.com> <mailto: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>
>     >     > < http://carlosulloa.com>, so if anything breaks, please
>     let me
>     >     know asap.
>     >     >
>     >     > Cheers,
>     >     >
>     >     > C4RL05
>     >     > // papervision3d.org <http://papervision3d.org>
>     <http://papervision3d.org>
>     >     <http://papervision3d.org>
>     >     >
>     >
>




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