Hi Fabrice
I thought about that too (in the beginning of the project the backside
was actually separated into different parts).
The reason why I didn't implemented it the way you mentioned:
- The backside of the closet doesn't actually know anything about the
number of subdivisions and their sizes (they're not always the same).
Actually, it doesn't even know that it's the backside :).
- Texture/UV mapping has to be adjusted whenever the size of the
furniture changes (you'll notice that the textures will keep the same
size, even when you resize the furniture). This is much easier with a
simple geometry such as it is now.
- Changing the furniture size, number of subdivisions etc. would
require a rebuild of the geometry which can be costly.
I guess the main cause for the z-sorting problems is the fact, that
all "wood-parts" or "planks" are the same class. These "planks" are
being laid out (positioned, transformed) using different layout-
algorithms. So the backside of the closet is the same class as the
door or a shelf. The parts are not aware of other parts and cannot
have additional geometry (vertices) added when another part was
added..
This could also become very very complicated if one column has 3
shelves and the one next to it has 7 shelves. Then the separating
piece would have to be adjusted accordingly as well.
The goal of the current system was to make its classes reusable for
other furniture-types. But it also has the drawbacks you noticed :)
It was also more important to create a generic system and not one that
is specialized to work around z-sorting issues.
Interestingly I also never had any feedback like yours where the z-
sorting seems to be a massive showstopper. Other people didn't seem to
bother that much (although somebody thought it was because he was
using the Linux-Version of the flash player which I thought was
funny).
Cheers and thanks for your replies so far!
Roman
On Oct 13, 3:58 pm, Fabrice3D <
fabric...@gmail.com> wrote:
> The artefact reveals the back of the furniture are made of one straight piece
> while a series of either Planes or SkinExtrudes could be defined in case of your 3 rows example
> be as from left to right
>
> var a = thickness;
> var b = width column;
>
> [ a, a+b] [a*2+b, a*2+b*2 ] [a*3+b*2, a*3+b*3 ]
>
> The back builded this way, you get continuous modeling, probably fixing almost all your issues.
> Means of course you need to subdivide on height as well to make all vertexes fit if required.
>
> Fabrice
>
> On Oct 13, 2010, at 3:31 PM, Michael Iv wrote:
>
> > Some of the stuff in our project was dynamically attached to the existing geometry but I should admit we have not performed scaling etc.We also tried to use hollow wall geometry as little as possible because it is one of the major causes for such kind of artifacts.
>
> > Look ,your project is really impressive ,besides that drawback of Z sorting , I am sure you will find the way to fix it. :)
>
> > Cheers.
>
> > > Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup...
> >
explomas...@gmail.com
> >
t...@neurotech.co.il