[Papervision3D] best policy to scale up PV3D content without slowing it down?
Ross Sclafani
ross.sclafani at gmail.com
Wed Jun 24 09:09:57 PDT 2009
you could also apply a scale matrix to the bitmapData.draw() call, so
the scale is preformed on the vectors, not the resultant bitmap.
On Jun 24, 2009, at 11:52 AM, tom rhodes wrote:
> "I really wanted to
> scale the viewport as if scaling a bitmap"
>
> do that then :)
>
> draw the viewport to a bitmap, stop rendering your scene, attach the
> bitmap to a sprite over the viewport and scale it. you'll need to
> turn smoothing on or it'll look a bit weird...
>
> http://www.ch1mp.net
>
>
> 2009/6/24 lunetta <carlos.lunetta at gmail.com>
>
> Hello all
>
> I'm working on a project where there's a dramatic (and unnecessary)
> slow
> down of content when the geometry gets too big. I know that's
> normal, but in
> this case it's unnecessary because I don't really need the "big
> polygon
> calculation and texture fill" that makes things slow - I really
> wanted to
> scale the viewport as if scaling a bitmap - just recalculate the final
> pixels, not all the polygons/textures.
>
> What's the best method for that? I read sometime ago about rendering
> to a
> buffer, and then put the buffer on screen with the right scaling.
> Would that
> be the fastest? Any examples?
>
> Thanks!
> --
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>
>
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