[Papervision3D] Perspective texturing, level of details and mouse interaction

Miguel Angel vigara at wanadoo.es
Sun Mar 25 16:31:10 EST 2007


Excellent work Alexander!!! Tessellation on the fly looks goooooooooood ;-)


----- Original Message ----- 
From: "ricardo cabello ! mr.doob" <info at mrdoob.com>
To: <Papervision3D at osflash.org>
Sent: Sunday, March 25, 2007 11:09 PM
Subject: Re: [Papervision3D] Perspective texturing,level of details and 
mouse interaction


> Wow, very nice work Alexander!
>
> I believe this will be included in pv3d at some point. Who needs a 3D
> graphics card to fix your perspective distortions if you can do it
> with code? :D
>
> Carlos, Ralph, John, what do you think about this?
>
> -- 
> ricardo cabello ~ mr.doob
> http://mrdoob.com
>
> On 3/25/07, Alexander Zadorozhny <alexander.zadorozhny at gmail.com> wrote:
>> Hi all!
>>
>> Three weeks ago I started developing simple board-game in flash,
>> originally meant to be 2D (originally I started it earlier in
>> javascript), but later I learned about Sandy and Papervision3d, and
>> decided to bring third dimention in my game. I chose Papervision,
>> primarly because of AS3 sources. Being totally new to flash I didn't
>> want to learn AS2 when newer version of language was available.
>>
>> As many in this list soon I stumbled upon non-perspective texture
>> mapping and went on some research on this point that resulted in
>> following demo:
>> http://away.kiev.ua/flash/quarterplane/QuarterPlaneDemo.html
>> Briefly, I ended with an algorithm that allows specifying quality of
>> texturing with maximum allowed texture distortion from "right"
>> texturing. Specifying 1 pixel margin results in rendering each pixel
>> not farther than 1 pixel from position it would be rendered with true
>> perspective texturing - in fact looks pretty good.
>>
>> Among other things I missed badly in Papervision was ability to
>> determinate the object under mouse cursor - that forced me make some
>> changes in rendering process, namely I allowed to parametrize
>> rendering process with an user callback object, that decides what
>> objects to draw and what triangles draw, discard or tessellate. So I
>> can start rendering, discard all triangles but check if triangle
>> contains examined point. If it contains, it means current object is
>> under mouse cursor.
>>
>> The very same concept was used in demo, the callback object serves as
>> intermediate between geometry and rendering process.
>>
>> Far from being sure I did it the right way, I think it would be nice
>> to have similar mechanism in Papervision.
>>
>> Alexander Zadorozhny
>>
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>
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