Sandy3D is the only other engines that has been able to clipping.
Their engine is amazing as well, thought maybe you might want to check it
out :)
Amazing work! Congratulations.
> An update, my adventure has been quite a success so far and I was
> almost sure that I would fail since this is the first time I ever get
> near anything related to 3d :)
> here is a demo featuring triangle clipping against the viewing plane:
> http://www.sliekas.org/basara/flash/papervision/clipping/test.html
> Move the view around using the arrow keys.
> The zoom and focus are highly exagerated so that its possible to see
> whats happening.
> I havent yet made it adapt the uv coordinates so right now it only
> works with flat materials.
> I am quite happy with this, now its possible to have both big and very
> low poly rooms to walk inside. In my opinion this feature should be
> strongly considered for future versions of away3d.
> On Nov 25, 1:29 pm, basara <useru...@gmail.com> wrote:
> > Thanks for the reply, I must confess I hadnt made a lot of research
> > before posting, since then I have been trying to learn why it happens
> > and how it could be solved. I have now learnt why the polygons cant be
> > rendered if the distance of one of their vertexes to the viewing plane
> > is <= -focus ( projection perspective reaching infinity )
> > Since I am feeling adventurous I will try to implement some kind of
> > triangle clipping against the viewing plane. If I fail at that I can
> > fall back to the move the camera back + adjust zoom and focus
> > workaround.
> > I have noticed that the code that makes faces into drawing primitives
> > is inside the Mesh class, whats the reason for this? Wouldnt it make
> > more sense to have some kind of Face method that outputs a
> > DrawTriangle instead of the Mesh class doing all the work? Unless Mesh
> > class is supposed to be the only class that can draw Faces ( or maybe
> > its like this as an inlining optimization? )
> > This bothered me a bit because the clipping of faces must be done
> > before they are projected into DrawTriangles and placing the clipping
> > code for a face in the Mesh class seemed a bit against reusability.
> > Has anyone ever made what I am trying to do in away3d before? any tips
> > or suggestions?
> > On Nov 25, 1:57 am, "Peter Kapelyan" <flashn...@gmail.com> wrote:
> > > You can try using precisebitmap material or correctz ordering, the
> problem
> > > should go away with using more triangles. If you are just doing a
> simple
> > > room for now, try a grid of 3 x 3 (18 triangles)a s a start , and stay
> away
> > > from the wall as much as you can.
> > > To do that you can:
> > > Try moving the camera backwards a bit, and zooming in more. You can
> use
> > > moveBackwards() and changing the camera.zoom and camera.focus to where
> it
> > > feels like the camera is at that position of the player, althought the
> > > camera is farther away.
> > > If you are doing the view from the players head postition (First
> person
> > > view),this is the best way to use.
> > > Otherwise you can consider using a third person camera where the
> camera is
> > > farther away from the player even more. In this case you will probably
> want
> > > to make sure your camera NEVER goes into the wall so you will need to
> do a
> > > hit collision on your walls to make sure that never happens.
> > > If you need help with any part of your code let me know.
> > > -Pete
> > > On Nov 23, 2007 2:33 PM, basara <useru...@gmail.com> wrote:
> > > > I am trying to make a 3d room you in which you can move in first
> > > > person view however the polygons of the wall and floor keep
> > > > disappearing if I get close enough to them.
> > > > I know that this doesnt happen as much if I use smaller polygons (
> the
> > > > room is right now just a cube in which each of its sides is just two
> > > > triangles ) but I want to know if there is some other way to go
> around
> > > > this problem since subdividing it will increase the triangle count a
> > > > lot.
> > > > I would also want to ask how big is the difference in speed between
> > > > the correct z sorting renderer and the regular one.
> > > > I found about away3d yesterday after searching for a while about
> > > > zsorting problems and solutions ( I was using papervision ) and I
> must
> > > > say I am impressed about how away3d solves zsort and polygon
> > > > intersection problems.
> > > --
> > > ___________________
> > > Actionscript 3.0 Flash 3D Graphics Engine
> > > HTTP://AWAY3D.COM <http://away3d.com/>