Account Options

  1. Sign in
The old Google Groups will be going away soon.
Switch to the new Google Groups.
Google Groups Home
« Groups Home
Polygons disappear depending on distance to camera and angle
There are currently too many topics in this group that display first. To make this topic appear first, remove this option from another topic.
There was an error processing your request. Please try again.
flag
  6 messages - Collapse all  -  Translate all to Translated (View all originals)
The group you are posting to is a Usenet group. Messages posted to this group will make your email address visible to anyone on the Internet.
Your reply message has not been sent.
Your post was successful
 
From:
To:
Cc:
Followup To:
Add Cc | Add Followup-to | Edit Subject
Subject:
Validation:
For verification purposes please type the characters you see in the picture below or the numbers you hear by clicking the accessibility icon. Listen and type the numbers you hear
 
basara  
View profile  
 More options Nov 23 2007, 2:33 pm
From: basara <useru...@gmail.com>
Date: Fri, 23 Nov 2007 11:33:23 -0800 (PST)
Local: Fri, Nov 23 2007 2:33 pm
Subject: Polygons disappear depending on distance to camera and angle
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.


 
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Peter Kapelyan  
View profile  
 More options Nov 24 2007, 11:57 pm
From: "Peter Kapelyan" <flashn...@gmail.com>
Date: Sat, 24 Nov 2007 23:57:15 -0500
Local: Sat, Nov 24 2007 11:57 pm
Subject: Re: [away3d] Polygons disappear depending on distance to camera and angle

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:

--
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM


 
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
basara  
View profile  
 More options Nov 25 2007, 11:29 am
From: basara <useru...@gmail.com>
Date: Sun, 25 Nov 2007 08:29:12 -0800 (PST)
Local: Sun, Nov 25 2007 11:29 am
Subject: Re: Polygons disappear depending on distance to camera and angle
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 must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
basara  
View profile  
 More options Nov 25 2007, 10:37 pm
From: basara <useru...@gmail.com>
Date: Sun, 25 Nov 2007 19:37:14 -0800 (PST)
Local: Sun, Nov 25 2007 10:37 pm
Subject: Re: Polygons disappear depending on distance to camera and angle
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:


 
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
stephen white  
View profile  
 More options Nov 26 2007, 3:19 am
From: stephen white <st...@adam.com.au>
Date: Mon, 26 Nov 2007 18:49:27 +1030
Local: Mon, Nov 26 2007 3:19 am
Subject: Re: [away3d] Re: Polygons disappear depending on distance to camera and angle
On 26/11/2007, at 2:07 PM, basara wrote:

> 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.

Even Alex was finding that a bit difficult, so you have done very  
well. Yes, it would be great to include that in future versions of  
Away3d, since a lot of people have similar problems with triangles  
disappearing when too close.

--
   st...@adam.com.au


 
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
Peter Kapelyan  
View profile  
 More options Nov 27 2007, 2:08 pm
From: "Peter Kapelyan" <flashn...@gmail.com>
Date: Tue, 27 Nov 2007 14:08:24 -0500
Local: Tues, Nov 27 2007 2:08 pm
Subject: Re: [away3d] Re: Polygons disappear depending on distance to camera and angle

That is beyond amazing!
I hope we can play with that soon in the engine :)

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.

On Nov 25, 2007 10:37 PM, basara <useru...@gmail.com> wrote:

--
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM


 
You must Sign in before you can post messages.
To post a message you must first join this group.
Please update your nickname on the subscription settings page before posting.
You do not have the permission required to post.
End of messages
« Back to Discussions « Newer topic     Older topic »