[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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