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Messages posted by: tbomedia
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ah I thought there might have been some namespace trickery going on.

Thanks.
EDIT - need to change translate to "translateLocal"
I Think I've found a solution, if theres a better way I'd love to hear it

Is there a way to convert a mesh's verex points into their global positions?

I can't seem to find a translatePoint function in the Matrix3D class.

I'm trying to get the matrix transformation of the mesh then use that along with the local vertex positions to find their global positions.

The flash Matrix3D class has a function called "transformVector" which is what I'm after.

Thanks.

*I've also tried converting the Alternativa Matrix3D into a flash Matrix3D object without success.
hey, found this link which might be useful to you, it helped me out

http://www.gamasutra.com/features/19981023/bell_01.htm
Anton Volkov wrote:In the Bunker we used a little trick. We have divided model into 5 rooms with invisible (without material) faces with zero mobility. Thus we have been able to add and remove rooms without BSP interdependence.

Speaking about API evolution, we have a task (TD-1071) to implement visible flag in future releases.

oh ok, I don't suppose you could elaborate on that, what exactly does the mobility property mean for an object?
hello, I'm quite new to programming 3D and I'm trying to create a simple 3D game, where a player can run around a level, a large level. Obviously I don't want to render the entire level as the performance would suffer, all I want to do is render a chunk from the level around the player at a certain radius / rectangle. I don't think this is possible in Alternativa as I would assume you'd need to work with the BSP tree to stop geometry from being added, which I can't do. So my question is: how to stop geometry from being rendered if to far away. My initial thoughts are to break the level up into segments (tiles, groups), either by code or by 3ds files and use add/removeChild whenever they enter this view sphere/rectangle. Not sure how well it will work as whole geometry will be removed, so instead of a nice clean cut edge there will be very jagged misshaped extents where whole objects have been "turned off". I see no other way though.

Maybe somehow I can remove the individual vertices/ faces ?

adding in distance fog might help the effect, but not sure if I have the programming skills to achieve that.

what do you guys think? I'll try and develop my idea into a workable/reusable engine for now, hopefully something like this will become available in future API releases.

Loving the API so far

EDIT - I have a feeling something like this is already happening in the bunker demo, not sure though.
ah great, so I guess then that for every object a new material should be used?

Also, I've created some boxes with wireframe materials, similar to my method before (boxes sharing one material), and for some reason (on the 2nd export) the top faces are not drawn, however after clearing .ASO files and re-exporting the top faces will draw. You think there's a cache problem with the swc's? problem happened in both CS3 and FlashDevelop. BUT, with your fix this problem doesn't happen.

hopefully that made sense
I think this is a bug, I've created a scene like so:


all planes are created the same way:



http://soap.com.au/chris/alternativaTest
http://soap.com.au/chris/alternativaTest.zip

as you can see the only plane which shows two sides is the last one created, anyone know why this is?

EDIT - USING FLASH 10 Player
 
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