[Papervision3D] Distorting textures

Miguel Angel miguelangel at vasava.es
Fri Mar 16 06:26:13 EST 2007


http://www.flipcode.com/articles/tp_issue05.shtml

Wooow
  ----- Original Message ----- 
  From: Carlos Ulloa 
  To: Papervision3D at osflash.org 
  Sent: Friday, March 16, 2007 11:51 AM
  Subject: Re: [Papervision3D] Distorting textures


  That's something we want to take a look at in the future, maybe we could start with an auto tessellating Plane object that would be really cool for floors and walls.

  C4RL05
  // noventaynueve.com
  // papervision3d.org



  On 16/03/07, Mike Mountain <mike.mountain at ecmsys.co.uk> wrote:
    Maybe something could be done to increase subdivision of the faces
    nearer the camera only - thus reducing the overall number of vertexes?

    M

    > -----Original Message-----
    > From: Papervision3D-bounces at osflash.org
    > [mailto:Papervision3D-bounces at osflash.org] On Behalf Of Jim Cheng
    > Sent: 15 March 2007 19:39
    > To: Papervision3D at osflash.org
    > Subject: Re: [Papervision3D] Distorting textures
    >
    > joa e. wrote:
    > > You can see examples of perspective correct texture mapping here:
    > > http://lab.andre-michelle.com/cubicvr
    > > http://recycle.andre-michelle.com/as3/beta3/as3d
    > >
    > > And there is another engine, but I forgot the name. 
    > >
    > > Actually - as you can see - it hurts performance a lot but
    > if you want
    > > exact textures it is the way to go.
    >
    > I'm guessing Sandy (originally for AS2), but...Alex Uhlmann 
    > from Adobe Consulting ported the texture mapping code from
    > Sandy over to AS 3 for use with his distortion effects demo
    > from last year's MAX 2006.  See:
    >
    > http://weblogs.macromedia.com/auhlmann/archives/2007/03/distor
    > tion_effe.cfm
    >
    > His uses tessellation to achieve better perspective
    > correction, so it suffers from the same performance hits 
    > incurred by other libraries doing the same thing.  On
    > decently powered machines, this approach is "fast enough" for
    > texturing a handful or so of surfaces in real-time, as per
    > Alex's cube effects.  I've actually been using his code to 
    > good effect on a client project, but I find that performance
    > degrades fairly significantly once the number of textured
    > surfaces goes into the dozens.
    >
    > As such, I'm thinking that Papervision's approach is the 
    > correct one in the general case--trading pixel-precision
    > accuracy for high performance across many surfaces.
    >
    > To address Jeremy's case though, perhaps there might a happy
    > medium to the two--say, if a "high-quality" BitmapMaterial 
    > subclass was added such that those faces were rendered with
    > improved perspective correction at the cost for developers
    > who consciously want to trade performance for quality.
    >
    > In a perfect world, I could imagine having the means to 
    > dynamically switch between the two texture rendering
    > techniques depending on face surface area and/or distance to
    > the camera such that close-in textures would receive the high
    > quality perspective corrected treatment while far-away 
    > objects would use affine texture mapping so as to not consume
    > CPU resources prettying up objects that wouldn't need it anyhow.
    >
    > My two cents,
    >
    > Jim Cheng
    > effectiveUI 
    >
    > _______________________________________________
    > Papervision3D mailing list
    > Papervision3D at osflash.org
    > http://osflash.org/mailman/listinfo/papervision3d_osflash.org
    >


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